of whether to shoot or not. If they do not, Leland pulls out his own gun and seemingly commits suicide. Some time later, Thomas, now cleared of the deaths of Dickensen and Becker, meets Rosa. She explains that the FBI believes Leland was part of a cult and asks him if he knows anything about it. However, she tips him off that she is wired before he answers. Rosa leaves and Thomas goes to the bathroom. While there, he vomits and the implanted man is seen approaching him in the mirror. The man disappears, and Thomas spins around, showing that his mouth now bears the same implants. Development Condemned: Criminal Origins was announced by Sega and Monolith Productions in February 2005 for PC and as yet unspecified next generation consoles. Sega of America's Vice President of Entertainment Marketing, Scott A. Steinberg, said, "the atmospheric tension and cinematic qualities" of the game would "offer consumers the rich experience of a psychological thriller, something that has not been accomplished on previous hardware platforms." Monolith's CEO Samantha Ryan said, "new leaps in technology are allowing our teams to create immersive game environments that are incredibly realistic." She explained that the "goal with Condemned is to combine a disturbing atmosphere with realistic physics, devious AI, and a sophisticated combat system." In April, it was revealed that the game would be releasing on Xbox 360. The game was first shown at E3 in May as a non-playabe demo. A playable demo was made available at G-Phoria later that month. A more expansive playable demo was presented at X05 in October. Shortly after X05, Sega announced that the game would be an Xbox 360 launch title, releasing on November 22. The game went gold on November 2. The game's writer and lead designer, Frank Rooke, cites films such as Adrian Lyne's Jacob's Ladder (1990), Jonathan Demme's The Silence of the Lambs (1991), David Fincher's Se7en (1995), Danny Boyle's 28 Days Later (2002), and James Wan's Saw (2004), as well as the TV show The X-Files, as the main influences for the game's atmosphere and aesthetic. Prior to development, Monolith carried out extensive research on real-world serial killers, as they wanted to better understand the psychology of such people. Basing Metro very loosely on Seattle, they also hired surveyors to search out abandoned and condemned buildings, empty warehouses, and neglected and forgotten areas of the city so