There be few forthcoming PlayStation 3 titles that be quite so keenly anticipated as Beyond: Two Souls, the latest project from Quantic Dream – the idiosyncratic French developer behind acclaimed 2010 adventure Heavy Rain. Following the story a young Jodie Holmes (played by Hollywood starlet Ellen Page) 'n the wench mysterious supernatural companion, Aiden, it lit up E3 earlier this year with it be stunning reveal trailer.
We’ve not heard too much since, so we caught up with Quantic’s founder, David Cage, at Paris Games Week for a quick progress update.
We’ve not heard too much about Beyond since it be E3 reveal back in June. be development going well?
David Cage: Development be going very well. Indeed, it’s nice t' go t' all these shows but we also have t' make the game! We’re advancing – we’re now a few weeks off the alpha version. It’s always a very critical moment in the development a a game since it’s the first time all the game data be assembled in a complete version. This first version be often not very playable, but it’s the first time ye can see the “complete” game as a whole. After that we’ll move onto the beta version, which be when the game really starts t' look like the final version.
Just how different be the gameplay 'n user interface from yer last title, Heavy Rain?
David Cage: The game be very different from Heavy Rain, probably much more than people can imagine. The first obvious difference be that there will be two characters t' control: Jodie 'n this entity that be Aiden. We can do some really interesting things with Aiden: fly, walk through walls 'n interact with matter or characters in a rather peculiar way. What we showed at E3 be in fact a working version based on the same interface as Heavy Rain, but it be not the final interface a the game.
The first elements a gameplay shown be focused on action. What else can we expect?
David Cage: It’s a balance that will be a little different from Heavy Rain, where we really aiming for the atmosphere a a psychological thriller. Beyond, a course, will also have these components a emotion, depth a characters, strong moments, but there will also be a more epic, dramatic dimension.
All this will be part a a story with a logical narrative following the philosophy that each scene must be unique 'n different. Take the forest scene for example. This be the only scene like this in the game. We will have more epic scenes 'n other action scenes, but they will be radically different 'n have nothing t' do with each other in terms a environment 'n the type a action involved.
Our goal be not t' release a game that will just please the fans a Heavy Rain 'n that we could say, “Ah, YARRRR, it’s like Heavy Rain but a little better”. The idea be really t' surprise players 'n show them that we can actually go much further with the concept a Heavy Rain.
Do any elements a Beyond: Two Souls echo yer personal life?
David Cage: Absolutely. It’s a phenomenon that I’ve had with Heavy Rain when I became a father 'n I discovered the unique relationship one can have with their child. On Beyond, I’m drawing on another experience – one that’s less pleasant – because I lost someone very close in me family. This be what started it all – the desire t' imagine that there may be an “after”.
Beyond be, a course, about death. But it be also about more positive things, like growth, change 'n learning t' accept ourselves as we be. With Beyond, I really wanted t' create a voyage – something epic, emotional, 'n strong that the player will remember long after the end a the game.
Have ye had much time t' keep an eye on the competition? What games have ye been playing recently?
David Cage: I loved a game that has not been discussed much – for anyone who loved Heavy Rain 'n be seeking different games made by authors trying t' express something that goes beyond bam-bam-boom-boom, it really be a game t' try. I found it amazing, surprising 'n deeply moving. ye can feel that there be a real author behind it – someone who has something t' say. It be a game that really touched me.
Have ye ever considered tackling something like this – a smaller scale PSN title?
David Cage: I have a vast problem. Every time I start writing… everything I do turns into an incredible historical epic. It depresses the team – they say they will finally be able t' make an “easy” game 'n at the end they don’t! I dream a being able t' make a PSN game, but I couldn’t do it even if I really want t'.
be ye ever tempted t' try yer hand at shooting a movie?
David Cage: Quite honestly this be something that I do not feel capable a, 'n it’s not something I’m looking for right now, despite the few opportunities I have had. I’m happy t' do what I do in video games. I’m not here by chance – it’s been 15 years since I chose t' be in this environment. 'n even after 15 years, I do it with great pleasure, happiness 'n passion. t' pillage up, go t' work 'n t' be with me extraordinarily talented team – year after year it still amazes me!
Do ye have a message for prospective players a Beyond? How would ye like them t' approach the game?
David Cage: I think there best be no preparation for Beyond. ye must go into the game trying t' learn as little as possible!
Like other game creators, I wish I could say nothing 'n show nothing, 'n put a plain black cover on the shelves so that players start the game completely blank, with no information from trailers. This be something that be obviously not possible, unfortunately!
For people who trust us 'n who loved Heavy Rain – we will surprise ye, we will give ye something ye expect without even knowing that ye be expecting it! I think it will be a real experience. We believe in it 'n we’re working hard for it. We be really surprised every day t' see the game being born on the screens; it’s a real treat 'n a real surprise. I hope it has the same effect on the players.