Normally games and technology in general have a cold, functional pragmatic edge to it. You engage and experience what you need to, get a response or solution and move on. You rarely feel reengaged on a visceral level. At least, most of the time. A lot of what we try to do at Rush is to make an emotional connection with our technology so there is a higher value attachment. Apple does this well by designing their products to a level where you feel an emotional bond and as such, feel that no other competitor products can compete on the same level. 

Here is a very poignant insight into how a game, tells a story beyond just a point and shoot experience. This story, which is portrayed so well in the game is about World War 1 and the scale with which the human tragedy hit. 

It's a perfect use of narrative and the tools it uses to bring you through that narrative while also being a very fun game, is uncharacteristically intense, while also being impressive. 

When I first played Battlefield 1, I found myself playing the campaign for a large part and I still default to going back into Story Mode than Multiplayer. And for that, I am thankful because, as Sean Buckley points out, this is a story which shows a depth to World War 1 gaming that we haven't seen in gaming before. 

Its something that is inspiring and to be fair, I love to encapsulate in the projects that we create.