Game Informer: Prior to Lair, Factor 5 worked very closely with Nintendo. Why did you decide to split apart, and was the split amicable?
Julian Eggebrecht: Yeah, the split was extremely amicableyoull see me drinking as much with the Nintendo people as with the Sony people (laughs). Its a small industry, after all, so no bad feelings. It was at the point in time when we saw that we wanted to move on to next-gen. Quite frankly, Nintendo hadnt made up their plans yet completely. For us, it was simply something where we already saw the initial direction of the Wii slightly, and at the time they hadnt really completely figured out yet the extent of the motion control and the extent of how much they would be doing with the wand and everything. So it was more about, Were going to keep the specs for graphics and sound on the same level, and then were going to do something else which is cool. Quite frankly, if you dont have the complete stuff in front of youwhich they didnt at the timethats a scary proposition for a developer, whos looking for, Well, we should go high-definition and 7.1 audio and all of these things. And so, in 2004, when all of that happened, it was just logical for us to move on there. And thats how it happened with Nintendo, end of story. We talked to them openly back then, we talked to Sonywe also talked to Microsoftand Sony really had the whole package. I was blown away, because initially, I was hoping for the motion control that would also be in the PS3. When we had our early talks with Sony, it was basically about our dream system. The dream system included high-definition graphics and definitely larger storage media, which at the time was Blu-raythat was pretty clearbut also motion control. I was like, Yeah, theyre probably not going to do anything with the motion control, but oh well. Well have to live with that. That was kind of the final perfect dream come true when it finally happened with the PS3. But yeah, were still good friends with Nintendo.