GS: Can you talk about the game's stages? What sort of philosophy did you have in mind while you were designing them? What new types of obstacles and features can players expect to find within them?
SB: There are many futuristic worlds you see in a movie or other games. However, we did not want to take stereotyped "futuristic" style - we wanted to create our own futuristic image, which is a blend of old, new, and a new imaginational look.
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