Revealed during last week's Geoffening, Exodus is the first game from Archetype Entertainment, a new studio that includes former members of BioWare and Naughty Dog. It's a sci-fi odyssey with third-person shooting that looks and sounds a lot like Mass Effect, but it has one differentiating Big Idea (aside from Matthew McConaughey): time dilation, whereby time passes different in different places, depending on relative velocity and local gravity.
As I wrote in a very reachy piece about Starfield's universal and local clocks, way back in August, time dilation is a fascinating concept that poses all sorts of challenges for game designers, extending from questions of plotting to the practicalities of quests and resourcing. For example: if time dilation is a factor, flying back to a solar system in a faster-than-light vessel to polish off sidequests might see thousands of years passing on the planets in question. I am a very indecisive and absent-minded player: am I going to relegate generations of NPCs to the ashes, because I can't remember which world has the store that sells that weapon attachment I've been saving up for?
Most sci-fi games sidestep such issues by introducing made-up magic technologies, or just throwing up their hands and pretending that time dilation isn't real. So how much will Exodus really lean into it? Will the effects be carefully stage-managed at the level of chapters and cutscenes, with specific choices advancing the clock in predetermined ways, or will the game try its hand at something like a full-blown relativistic simulation? It's hard to say, this close to announcement, but the developers have dropped a few hints in between the grander promises.
According to Archetype co-founder and
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