Hannes Appell · Director of CinematicsWe kind of answered this, but basically the rule of thumb is: if the player is present and he's not knocked out or something, then it's from the player's point of view, and he at least has look freedom. Most of the time he has full freedom. When conversations happen, we will at maximum lock the player in a soft lock. He can still back away from the conversation. But for some important things, like you get a briefing with Mark Hamill in the briefing room, we actually sit you down in the chair to watch the briefing.
Brian Chambers · Development Director, Foundry 42 FrankfurtThere's certain elements we need to give the player in order for them to move. Even if that's just a few pivotal ones, they need that information to know that they'd better do this thing or this bad thing is going to happen.
Hannes Appell · Director of CinematicsOur captains for the hub ships, at least we captured it and it's pretty cool: [if you behave] too much like a jackass on board and not like a military officer, then you land on the bridge and the guy is basically like, I had high expectations for you and you disappointed them. So there will definitely be the opportunity to also behave like a creep or a bunny-hopping idiot. But in some crucial scenes where we want to get the story across, we say no. We don't want to have key characters dying or something and the player is concerned.