How Milo met Kate: The story behind Lionhead’s virtual boy

I suppose you can consider this part two in a series on canceled projects designed to make players cry, following the LMNO story I did at 1UP. With Milo, I was fascinated by the tech and ambition — creating a virtual boy who could talk to players and interact with them through Kinect. It was the kind of idea you generally only see in an indie game or a tech demo, and here was Lionhead throwing high end resources at it. Of course, some would argue it was a tech demo, and that’s part of the story, but I love thinking of the game industry as a place where big ideas like that can happen.

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