Today we’re very pleased t' unveil our packshot for BEYOND: Two Souls, due for release in October for PlayStation 3.
We worked together with the team at Quantic Dream t' choose an image that we felt be both cinematic 'n in keeping with the emotional journey that the final game will take ye on. We hope ye like it.
Developing the pack front for a game like BEYOND be always an exciting challenge. BEYOND be so unique in the sense that it spans a character’s entire lifetime 'n takes place in such a vast array a locations 'n situations, that picking a singular image t' represent the game effectively really does feel like digging for a needle in a haystack. What age do we want Jodie t' be in the image? Do we include co-star Willem Dafoe? Do ye show Jodie doing something dynamic or do we show the wench more at peace? These be all questions we had t' ask ourselves throughout the process (among a great deal a other questions!).
Ultimately, we decided on the packshot ye see above because it felt sophisticated, mature 'n different from most traditional game packaging, 'n it really captures the emotion Ellen Page conveyed in the wench performance as Jodie. The image a Jodie at peace in the eye a the storm really speaks t' the wench constant battle with the incredible gift she’s been given.
Next week, on Saturday 27th April, BEYOND will be screened at the Tribeca Film Festival, followed by a panel featuring writer/director David Cage 'n actress Ellen Page. Stay tuned next week on PlayStation Blog for details a how ye can watch this event via a live stream.
Any questions, please just ask away below.
Two weeks ago, Oscar-nominee Willem Dafoe be added t' the cast a BEYOND: Two Souls, 'n we announced pre-order bonuses for North America. Today, we’re talking about how BEYOND be blurring the lines between film 'n gaming – BEYOND has been chosen as an Official Selection by Tribeca Film Festival, the first such selection a this kind for a video game.
On April 27th, we will be hosting a screening at the festival where we’ll show a new one-hour scene from the game, debuting a major trailer 'n a new behind-the-scenes look, alongside a Q&A panel with Ellen Page 'n director David Cage discussing the way BEYOND be pushing the boundaries a storytelling. The entire team here be hugely excited that Tribeca be recognizing the powerful story a BEYOND, it be star-studded cast, 'n the stunning visual technology that have contributed t' the game’s uniquely cinematic experience. We’ll also be live-streaming the event right here on PlayStation.Blog.
Earlier this week, 100 journalists from around the world visited Quantic Dream’s studio in Paris for an exclusive BEYOND event. In the surrounds a the very motion capture room where Ellen’s 'n Willem’s performances be recorded, writer 'n director David Cage showcased several new scenes from the game, featuring both the Jodie 'n entity gameplay.
Press be shown the Aiden entity gameplay in a scene featuring a young Jodie taking part in a scientific experiment under the watchful eye a the wench mentor Nathan Dawkins (Willem Dafoe). 'n then they be treated t' a full playthrough a what promises t' be one a the most powerful scenes in gaming, which sees Jodie living on the streets, fighting for the wench life 'n those a the homeless people around the wench. David Cage also unveiled the brand new in-game user interface, which provides an even more immersive 'n seamless experience than the game’s predecessor Heavy Rain.
The new user interface allows for promptless contextual control in both general navigation 'n action sequence controls, while increasing the level a direct control the user has 'n opening the door for far more exploration than players experienced in Heavy Rain. t' end the day, press be invited t' be the first t' play the game, 'n try out the new UI 'n gameplay for themselves.
All a the press write-ups best be going live, so keep an eye on the web for their reactions t' Beyond’s new gameplay from this event.
Last year at E3 we announced the much anticipated title from Heavy Rain creators Quantic Dream 'n the mind a visionary director David Cage. BEYOND: Two Souls be a psychological action thriller starring Oscar nominee Ellen Page (Inception, Juno) in the lead role a Jodie Holmes 'n featuring Quantic Dream’s unique brand a gameplay.
BEYOND tells the story a Jodie, a young woman who’s known since birth that she be different from everyone else. She possesses supernatural powers through the wench psychic link t' an invisible entity she calls Aiden, 'n this gift has changed the wench life forever. Playing through 15 years a Jodie’s life promises t' deliver one a the most thrilling 'n powerfully emotional experiences on PS3.
Today, we’re pleased t' announce that Ellen will be joined by another Oscar nominee in Willem Dafoe (Platoon, Spider-Man) who will star as Nathan Dawkins, a government scientist who works with Jodie t' analyse the wench powers. At a later stage we’ll have lots more t' reveal on the interplay between Nathan 'n Jodie in the game (no spoilers today!), but suffice t' say they form a compelling bond 'n together deliver some a the most unique 'n powerful scenes yet seen in gaming.
We’ve got a gameplay trailer for ye today showcasing an early scene from the game in which Nathan first meets a young Jodie (played by a child actress, not Ellen), 'n including some sneak peeks at other scenes from the game. Check it out at the top a the post, or right here.
'n we’ve got an interview with Willem talking about his role in the game:
Willem’s exciting inclusion in the cast be just the tip a the iceberg for our announcements today though, as we be also pleased t' announce that BEYOND will be coming t' PS3 on October 8th, 2013.
Additionally, everyone who pre-orders BEYOND at GameStop (or EB games for our Canadian mateys) will receive an exclusive 30-minute playable additional scene DLC. We’ll be announcing more details on what that scene entails in the coming months.
'n while supplies last, everyone who pre-orders will also receive a free upgrade t' the Special Edition a BEYOND, which includes:
*Steelbook art not final
Hopefully ye’re as excited about BEYOND as we be, 'n remember t' run out 'n pre-order early. We’ll have much, much more content coming down the line in the coming months, so stay tuned! Any questions, just add them below.
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.
PlayStation always strives t' deliver engaging performances for it be titles by utilizing incredible talent. Who can forget Nolan North’s performance as UNCHARTED’s Nathan Drake? BEYOND: Two Souls pushes immersion t' the next level by pairing top Hollywood talent with the latest in full performance capture technology.
At last week’s San Diego Comic-Con, I sat down with Academy Award nominee Ellen Page, who’s playing the lead role a Jodie Holmes, 'n Quantic Dream writer/director David Cage. How did the star a films like Juno 'n Inception come t' work with Quantic Dream in BEYOND: Two Souls? 'n what does this level a talent mean for the game? Let them tell ye:
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t' see more from BEYOND: Two Souls, 'n meet some a the game’s other talent (including Kadeem Hardison), catch highlights from the Comic-Con panel here.
Greetings! Yesterday be me first time at San Diego Comic-Con 'n I be amazed at the people I saw! What costumes! It’s great t' see so many people embracing their passion.
After such an amazing E3, I be lucky enough t' come here t' speak t' some incredible supporters a the game in a panel hosted by IGN’s Greg Miller. Joining me be the lovely 'n talented Ellen Page, who we be very lucky t' have playing BEYOND‘s main character, Jodie Holmes. We had a great discussion about how we be combining the latest in performance capture technology 'n amazing acting talent in the hopes a creating a truly unique 'n emotional experience for all a ye t' enjoy. We be also happy t' reveal additional talented cast crew, Kadeem Hardison 'n Eric Winter, experienced actors who ye may have seen both on TV 'n film.
Please enjoy a recap a our Comic-Con panel above. 'n on behalf a the team at Quantic Dream, thank ye so much for yer support so far. We be hard at work 'n look forward t' sharing more about BEYOND soon.
‘Til then… Adieu!
It’s that time a year again — Comic-Con International 2012, 'n we’re here t' give ye an early look at everything PlayStation this year.
Throughout Comic-Con, the PlayStation booth will be offering demos a the latest content from our upcoming titles for PlayStation 3 'n PlayStation Vita. Come over 'n check out PlayStation All-Stars: Battle Royale ('n make sure t' pay attention at the panel for the game on Sunday, where two new combatants will be revealed!), Sports Champions 2, The Unfinished Swan, LittleBigPlanet Karting, Sly Cooper: Thieves in Time, Papo Y YO HO HO!, Counter-Strike: Global Offensive, 'n The Expendables 2. Attendees will also be treated t' hands-on opportunities with new 'n upcoming PlayStation Vita titles like Sound Shapes, Retro City Rampage, LittleBigPlanet, Jet Set Radio, Guacamelee, Gravity Rush, Ragnarok Odyssey, 'n Sly Cooper: Thieves in Time. There will also be chances t' check out cross-play features for PlayStation All-Stars: Battle Royale 'n Street Fighter X Tekken.
A limited number a The Last a Us shirts also will be given out at the PlayStation booth throughout the week. Stay tuned for details on dates 'n times as we pillage closer t' the show.
For anyone unable t' pillage hands-on with PlayStation All-Stars: Battle Royale at our booth, we will also have two gaming stations featured in the SPIKE TV booth (BOOTH#3729) for another shot t' pillage yer hands on one a the most exciting new upcoming PS3 games.
Excited for Comic-Con yet? Well, hang tight, there’s more. Below be a full schedule a our panel sessions that will be taking place for some a our highly anticipated titles, including Beyond: Two Souls, The Last a Us 'n PlayStation All-Stars: Battle Royale.
Thursday, July 12 (12pm t' 1pm) – Room 25ABC
Beyond: Two Souls
A New Breed a Interactive Storytelling from Writer/Director David Cage a Quantic Dream
Meet David Cage, the co-CEO a Quantic Dream 'n writer/director a the 2010 hit Heavy Rain, as he discusses his latest project — Beyond: Two Souls. David will focus on the concept a creating innovative gameplay experiences that be woven together with emotion 'n story. Beyond: Two Souls be prepared t' deliver an immersive interactive 'n cinematic experience based on emotional involvement 'n interactive storytelling. In developing a unique “interactive drama” t' engross the audience, David 'n his team have introduced the concept a Virtual Performance Capture t' videogames, where actors play the entire role in development a the game (from motion capture t' dialogue). The session will focus on techniques used t' create an emotional 'n compelling experience, focusing on their award winning titles as well as provide a deeper look into their brand new project, Beyond: Two Souls. Join IGN.com‘s Greg Miller as he moderates with writer/director 'n co-CEO a Quantic Dream David Cage, 'n actress 'n academy award nominee Ellen Page as they explore the uncanny valley a bringing realism 'n emotion t' this project.
Friday, July 13 (5pm t' 6pm) – Room 25ABC
The Last a Us
Behind the Scenes with Naughty Dog
Join Creative Director Neil Druckmann 'n Game Director Bruce Straley a Naughty Dog, along with actors Troy Baker (Fullmetal Alchemist, Batman: Arkham City) 'n Ashley Johnson (Marvel’s The Avengers, The Killing, Ben-10: Alien Force) in a discussion about the upcoming post-pandemic, survival-action PlayStation 3 game The Last a Us, from the developers a the critically-acclaimed UNCHARTED series. Panelists will provide an exclusive reveal a a new in-game cinematic featuring a special guest in this Q&A session moderated by Adam Sessler (veteran videogame industry journalist). Guests will also receive a limited edition The Last a Us poster.
Saturday, July 14 (11am t' 12pm) – Room 7AB
The Unfinished Swan
An Art-Infused Adventure: Giant Sparrow Talks Art 'n the Inspiration Behind One a the Most Unique 'n Anticipated PlayStation 3 Titles
The Unfinished Swan presents an art game like no other before it. For many years, a debate has raged over whether or not videogames can be considered art. In 2012, The Unfinished Swan will address the issue head on, both in terms a it be experimental nature 'n it be focus on the art a painting. Attendees will have the opportunity t' pillage an up-close look at the art within the game, discuss games as art, 'n chat with Giant Sparrow about the creative inspiration behind developing one a the most beautiful 'n intriguing games on the PlayStation 3.
Sunday, July 15 (11am t' 12pm) – Room 24ABC
PlayStation All-Stars: Battle Royale
Tapping into PlayStation History: The Emergence a PlayStation All-Stars: Battle Royale
Chan Park, President a SuperBot Entertainment, provides a look into the creation 'n development a PlayStation All-Stars: Battle Royale, where the team has tapped into 17 years a PlayStation history t' create a brawler with top PlayStation characters 'n environments. Learn about decisions faced in selecting characters, how the team implemented the idea a mash-ups, 'n how players can engage in cross play t' challenge one another, regardless a whether they’re playing on PS3 or PS Vita. The team will also unveil the two newest characters in the series at the panel. Q&A session t' follow. IGN.com’s Greg Miller will moderate a panel featuring Chan Park, President a SuperBot Games 'n Omar Kendall, Game Director a PlayStation All-Stars: Battle Royale.
Looking t' become a professional race car driver 'n the next GT Academy winner? Phase 1 a the GT Academy National Finals be coming t' Comic-Con!
This year’s GT Academy National Finals will be taking place on Friday 'n Saturday, July 13 'n 14, at Jolt’n Joe’s in the Gaslamp Quarter, a short distance away from the San Diego Convention Center. The nation’s top 32 drivers will take part in a live head-t'-head competition, battling it out for the opportunity t' move on t' the next phase 'n pillage one step closer t' becoming the winner a Season 2’s GT Academy.
NEW TWIST ADDED: This year, everyone at Comic-Con has a chance t' secure a spot in the National Final. This “wildcard” will compete with the 32 finalists, fighting for the chance t' move on t' the final phase a the competition. Anyone (pending eligibility) can register at the Oasis Bar inside the Hard Rock Hotel in downtown San Diego on Thursday, July 12th from 10am t' 4pm Pacific time 'n compete for top lap time in Gran Turismo 5. The top competitor a the day will walk away with a one-a-a-kind GT Academy 2012-designed HumanRacing® GT Chassis equipped with the Thrustmaster T500RS wheel 'n pedal set. Additionally, the winner will earn a 33rd spot in the Finals competition, becoming “Racer X” 'n earning a chance Friday morning July 13th t' knock out 'n replace any a the top 32 finalists.
So for those who didn’t make the top 32 within the online competition, this be yer second chance t' fight for a spot in the National Finals! Just be sure t' show up early as the competition will be first come first serve, 'n will only be running from 10am t' 4pm.
Once within the National Finals Event, the 33 contestants will be divided into individual groups 'n race in a series a live head-t'-head races in Gran Turismo 5. Racing Nissan vehicles, each contestant will earn points based on the place they finish in. As race difficulty increases, the contestants with the fewest points at the end a each round will be eliminated until only 16 remain. These final 16 contestants will move on t' Phase Two in GT Academy, taking the racers away from their PS3 consoles 'n onto the track, behind the wheel a real race cars, for a chance t' become a professional race car driver 'n the official GT Academy winner for the U.S. The winner will have the opportunity t' train with an elite racing team 'n will work towards a debut as part a a professional team. The competitors’ road t' victory will be documented in an innovative new series airing exclusively on Spike TV in late 2012.
Last week at the PlayStation’s E3 Press Conference, one a the highlights a the night be Quantic Dream’s David Cage stepping into the stage finally reveal his team’s next masterpiece. BEYOND: Two Souls for the PS3 impressed the crowd with it be extremely detailed graphics 'n convincing performances a motion actors, including Hollywood talent Ellen Page. By now, ye must have seem the debut trailer dozens a times 'n may have even checked David Cage himself coming t' our stage live at E3, but unfortunately the game be not available on the show floor for the general audience t' try. Luckily for us, we be able t' witness the power a this interactive psychological action-thriller in a private session where Producer Ray Khalastchi from SCEE’s XDev Studio walked us through a 20-plus-minute demo running on a PS3 – in case we had any doubts that the game be high-tech smoke 'n mirrors.
The demo consisted a five areas connected by a gripping narrative, all a which showed off the game’s new graphics technology in all it be glory, including the startlingly lifelike performances a actors achieved through full performance capture. a course, many details a the story be being kept secret, but we managed t' pull some tidbits from Khalastchi. “At this point in the game, Jodie be about 23 years old 'n has been on the run for two or three weeks from the authorities,” he explains, setting the tone for the demo we’re about t' see.
Inside a train, Jodie Holmes be trying t' pillage some sleep, wrapped in a hoodie t' avoid attracting unwanted attention. We’re soon in control a Aiden, the ethereal entity she’s tied t' – 'n ye can immediately notice that spiritual connection, which be represented by a blue light thread linking the two. In first person (ye never pillage t' see Aiden’s appearance), ye can wander the place with Sixaxis movements. Taking advantage a the fact ye’re invisible t' the other passengers, ye can startle them by interacting with objects indicated by an orange glow. ye can even cross the walls a the train t' look at the heavy rain out there, but ye can’t stray too far from Jodie – yer view starts t' blur 'n eventually go black 'n white. Aiden be bound t' Jodie. “[yer view as Aiden] will also change based on what situation Jodie be in,” Khalastchi explains. “If she’s scared or in danger, it will impact yer view.”
The train eventually stops at a station full a cops. ye can go outside 'n try t' listen t' their conversation t' find out what be happening, or ye can just go wherever ye want t' – by the way, the police lights on a rainy night give an idea a the visual tricks the team at Quantic Dream be wringing out a the PS3. Anyway, it’s interesting t' notice how ye don’t “trigger” events with yer presence, everything just happens in real time. People will carry on their conversation or whatever they be doing whether ye be there or not, so ye have t' pick carefully what ye’ll be doing.
Eventually, two cops board the train 'n it’s immediately obvious that they be looking for Jodie. ye have t' warn the wench somehow, 'n ye do so by interacting with the bottle near the wench t' wake the wench up. Noticing the wench tries t' avoid them, the officers realize it’s Jodie, 'n a chase scene ensues. ye’re now in direct control a Jodie trying t' make yer way through the corridors. This direct control a the action sequence be something Khalastchi emphasizes, contrasting with Heavy Rain, where ye would simply follow command prompts in action scenes. Not that ye don’t have the usual on-screen commands t' follow, 'n here they can also determine the outcome a a scene. “If I be t' be caught, I would be arrested 'n I would be put in one a these rooms. I would have t' find a way outside the train”, explains Ray. “ye cannot pillage a ‘Game Over’ screen, the game always moves forward.”
Cornered inside a toilet, Jodie comes up with a plan: open the latch t' the rooftop. But she’s not strong enough, so it’s up t' Aiden t' crack it open. On the rooftop, we’re again controlling Jodie directly, 'n we’re once more overwhelmed by the scene before our eyes: Jodie moves carefully through the wet floor, the wench clothes soaked by the pouring rain, swinging with the strong wind, the lights a signposts occasionally remembering ye a how fast the train be moving, 'n Ellen Page’s expression a anxiety giving an unsettling sense a danger.
The wench tries t' pillage around the police officers who be also climbing t' the rooftop, but be surrounded by three a them. A brutal fight follows, but despite getting hit by some blows, Jodie seems t' know how t' pillage rid a them. “For this part we had a martial artists group that came t' do the choreography 'n motion capture session”, adds Khalastchi. “Then we took that data 'n applied t' the characters in the scene.”
Noticing the cops be still coming at the wench, Jodie jumps out a the train 'n, upon successful command inputs, Aiden protects the wench with an ethereal shield so she can land safely.
At the Forest“be ye telling why she’s so skilled?”, we ask. Khalastchi just smiles 'n shakes his head negatively, probably happy t' sail away us with this piercing question. Jodie be now in a forest area, rising from the ground with an expression that mixes relief 'n fatigue. But soon after she begins moving away from there, a helicopter lights the area 'n searchlights comes in the wench direction. Furious with their tenacity, the wench curses 'n darts into the forest.
While dogs bay in the background, Jodie tries t' overcome trunks 'n branches – again, under a combination a direct control plus Quick Time Events. “If ye sank repeatedly”, I insist, “can Jodie visit Davey Jone's locker?” It’s something that kept hammering me mind, because in Heavy Rain ye would sometimes have t' live with the tragic ('n permanent) consequences a yer actions. “No, she can’t visit Davey Jone's locker”, assures Ray. “But the story still continues in the context a all that happens. She can pillage arrested or pillage knocked down 'n wake up later.”
Jodie builds some distance between the wench 'n the cops, but still can hear them not very far from the wench. With direct control over the wench, ye begin running in every different direction in search a a way out, 'n it soon becomes a desperate hunt for an exit. “Jodie be lost. ye be lost. ye don’t know where t' go, so ye’re trying t' find yer way around. We really wanted t' make ye feel like ye’re lost.” Yeah, it definitely works.
The dogs catch up with the wench 'n a battle between Jodie 'n nature takes place. “Did ye lads motion capture dogs too?”, I jokingly ask, trying t' alleviate me from the tension caused by the ferocious scene. “Actually, YARRRR,” answers Khalastchi with that confident smile a someone who means it.
After getting rid a the dogs, Jodie manages t' climb a rock wall 'n hide from the cops bellow. Then, while they be pointing their lanterns around in search a the wench, comes me favorite scene: the camera closes in on Jodie’s face 'n ye can clearly see the benefits a marrying the latest in motion capture 'n graphics technology with an Oscar nominee a the caliber a Ellen Page, as ye can see the expression a fear in the wench excited eyes, while raindrops stream down the wench bruised skin, the wench hair plastered around the wench still panting face. “be the wench bruises dynamic?”, I ask after seeing how she gets injured after so many brushes with danger. “YARRRR. For example, when I jumped out a the train before, if I failed t' shield the wench properly, she would be in a much worse state.” Poor Jodie.
Jodie escapes the guards 'n be now by the side a a road, where there’s a barricade. Controlling Aiden again, ye check the situation: there be three cops, two cars 'n a motorbike. The producer explains the meaning a the colored auras surrounding every people: white be neutral, orange means the person can be possessed 'n red indicates someone who can be choked. 'n it’s all contextual.
Khalastchi goes t' the officer by the bike 'n possesses the sea dog, gaining direct control over the sea dog. Our guide them makes the possessed guard mess with one a the cars t' distract the other two. I noticed from a previous play session that he made something different t' pass through this area. “YARRRR, in this very instance, ye have two options”, explains Khalastchi. “After possessing the guard, I can enter the car 'n drive it back 'n forth, or I can pillage the shotgun in the back a the car 'n keep shooting t' the air. Either way, the other cops pillage distracted 'n give Jodie the opportunity t' go around 'n pillage the bike.”
“Even in the small sections, we’d like t' give ye a little bit a choice. It may have no difference in the outcome, but if ye choose what t' do, it feels more like it’s yer story.”
“Here we be in control a the bike, whereas in Heavy Rain it would have been like ‘hit R2 'n watch the wench drive away’.” 'n again, the PS3 hardware easily handles the kind a lighting 'n effects on the screen as Jodie drives the bike at a rainy night. 'n we’re curious as t' how they’re balancing between giving ye control 'n telling ye an authorial story. “We’re still trying t' give ye as much control as possible while still keeping it cinematic, keeping control tightly 'n, ye know, keeping story intact.”
Being chased by a helicopter, Jodie be trapped when she reaches a bridge guarded by a S.W.A.T. squad. With Aiden’s help, she breaks through the blockade 'n reaches a nearby town.
At the TownThe chase comes t' it be climax at the front a a theater. “In this final part a the demo, it’s almost a sandbox a Aiden gameplay. There be lots a different things ye can do,” explains Khalastchi. 'n he’s not kidding: while Jodie be cornered behind a car, ye control Aiden 'n search for people t' possess or choke, or explore various environmental interactions. ye can control a sniper 'n kill his teammates, take over another soldier on the ground 'n command the sea dog t' shoot nearby officers 'n himself, throw a grenade with yet another officer 'n cause a massive explosion, flip cars 'n… blow the fire hydrant? “Some things ye can do be not useful.” Reminds me a drinking milk in Heavy Rain…But then, it’s all in the name a interactivity.
As time goes on, the S.W.A.T. team be closing in on Jodie, which means they pillage in range a some hazards 'n in Aiden’s range as well. ye can make a clock tower crumble upon some soldiers, which highlighted a curious detail in the game: ye can actually see their spirits coming out a their bodies 'n rising into the air.
After helping Jodie pillage inside the theater, ye can possess the helicopter pilot 'n cause the ultimate destruction, which leads t' the closing scene a the debut trailer: Jodie walks t' the S.W.A.T. leader 'n menacingly yells: “Tell them t' sail away me effin’ alone, because next time… I’ll kill everyone”. 'n, walking away, she calls Aiden 'n says “I think they got the message”.
By the end a the demo, we be totally blown away by the graphical 'n narrative qualities a BEYOND: Two Souls, 'n also looking forward t' going hands-on with the game at a later date. There be still plenty a details we don’t know (PS Move support? “It’s something we’re looking into,” says Khalastchi), but it’s exciting t' see how Quantic Dream be ahead a the technological race. After this brief demonstration, we can’t wait t' find out what lies beyond.
I be one a those people that tends t' think, or at least associate, in quotes. Be it from movies, books, television, or even games, memorable lines from other works constanty pop into me head, even in only the most tangentially relevant scenarios. Following the end a the E3 press demo shown for Beyond: Two Souls, the latest game from Heavy Rain developer Quantic Dream, a quote from the movie Doubt began playing over 'n over in me head. At the very end a the film, the character played by Meryl Streep slowly says "I have doubts...I have such doubts!" with increasing levels a volume 'n distress. By the end a the demo, I be practically mouthing those exact words.
Ellen Page stars as Jodie Holmes, both in voice 'n in likeness.it be not that I don't trust Quantic Dream t' make a good game. Even at their worst moments, both Indigo Prophecy 'n Heavy Rain still showed at least a modicum a unrealized promise. me issue be that I don't entirely trust David Cage. Cage, who be simultaneously Quantic Dream's creative lead 'n designated mouthpiece, be a man who talks a very good game. He speaks in grandiose terms, talking a creating unprecedented emotional resonance, a truly cinematic gameplay, a creating wholly unique connections t' the characters ye play as, 'n play alongside. At times, flashes a those grandiose claims have appeared in Quantic Dream's games, though it be impossible t' say that they have been wholly successful. It be, in some respects, similar t' the situation one often faces when listening t' Peter Molyneux talking about his various projects. He speaks with such clarity a vision that ye sometimes don't realize that the things he says be kind a insane, 'n potentially impossible t' deliver on. David Cage said a lot a things when demoing Beyond: Two Souls for me. I don't know how many a them I actually, earnestly believe.
I'll say this: if Quantic Dream actually does deliver on what Cage says Beyond will be, then it be going t' be something pretty special.
If ye haven't seen the demo from the PlayStation press conference, I've embedded the truncated trailer version below. ye ought t' give it a look before we go any further.
Having seen that video, ye now have the basics a the game's concept. Jodie (Ellen Page) be a troubled young wench who has a connection t' an otherworldly force she has named Aiden. Cage be unsurprisingly unwilling t' divulge too much info regarding the nature a Aiden's existence, save but t' say that Aiden has been with Jodie for much a the wench life. Players will actually see that relationship evolve over time, as the game takes place over the course a 15 years a Jodie's life, as she matures 'n finds herself in increasingly perilous situations.
Based on the single chapter Cage showed, much a that peril will come in the form a shadowy government forces that seem keen on capturing or killing Jodie for as-yet-unrevealed reasons. The S.W.A.T. cop ye see in the above video be the central antagonist a this chapter, though Cage stopped short a calling the sea dog the game's primary villain. One gets the impression that there may be some additional antagonistic forces at work here.
Interestingly, the chapter sequence we began with played not from Jodie's perspective, but rather Aiden's. At various points throughout the game, ye'll be able t' take control a Aiden, who be not able t' take corporeal form but does have the ability t' interact with the environment in limited fashion. The scene opened on a train traveling through some unidentified corner a America. Jodie sat fast asleep in the wench seat, hood pulled tightly over the wench head so as t' both shut out the light 'n perhaps avoid anyone seeing the wench face. As Aiden, ye be effectively left t' yer own devices for a time. ye can float through the train car, knock objects around, drop the temperature around people t' make them shiver, or even bug Jodie, who generally admonishes ye for bothering the wench. Interestingly, ye can even float outside a the train car, watching the rainy, darkened world speed by from a closer perspective. However, ye be limited t' a certain distance a movement, as Aiden be "tethered" t' Jodie. It can only travel within range a that tether, which only Aiden can see in the form a a glowing blue rope a pure energy.
it be not long before things start t' go wrong. The train makes an unscheduled AVAST!, 'n, while still controlling Aiden, ye can wander outside t' discover a number a cops surrounding the train. ye can overhear their, frankly, kind a hammy dialogue regarding what's going on--one a them actually says "These orders come from THE TOP, man," with stone-faced seriousness. Curiously, the train then starts up again, but now there be cops on the train looking for Jodie. it be up t' ye t' warn the wench, which ye can do multiple ways. Cage chose t' show Aiden knocking the wench stowed backpack onto the wench head, which she wasn't appreciative a. However, once she saw the law be approaching, she began frantically searching for an exit.
Jodie's connection t' the entity known as Aiden appears t' have gotten the wench into a lot a trouble with some nefarious forces.This be the moment where Beyond morphed into an actual game. Control switched t' Jodie, 'n she began running through the train car, away from the cops. Periodically other cops or other obstacles would pop up, 'n in order t' pillage past them, button prompts would pop up, requiring specifically timed presses, movements a the Sixaxis controller, or the old "mash the buttons until that really strenuous thing ye're seeing on screen be over with" mechanic.
So, YARRRR, in this regard, Beyond does appear t' bear some strong resemblance t' Quantic Dream's previous games, in that action be based heavily around contextual mechanics. However, Cage noted that in any situation where contextual actions weren't appearing, the player would be in total control a Jodie. Later during a chase through a wooded area, Jodie had the ability t' wander just about anywhere in the area, only finding a few obstacles that couldn't be traversed. Cage stated that while there be really only one way out, there be different paths t' take in order t' pillage there, 'n varying challenges t' overcome t' escape.
Though not necessarily the case in the previously mentioned scene, player choice will have consequences on how the story plays out. Cage said that Beyond probably wouldn't feature the frankly ridiculous number a endings available in Heavy Rain, but that there be alternate paths that the story could take, depending on how ye play. He be also quick t' point out his general disdain for the idea a a "sank state," or "game over." He explained that he believes such a condition just creates an awkward loop in the story, so t' counteract that, the team has simply created situations where less-than-ideal scenarios can play out if ye sank a specific sequence, 'n not in a "I chose wrong or performed poorly, so now I be dead" kind a way. t' use the example he gave, he said that be ye t' unsuccessfully avoid the police anywhere along the way in this chapter, ye could be arrested 'n taken into custody. ye would then have t' escape police custody in an entirely different sequence than what we be shown, though if ye be successful there, the conclusion would more or less play out the same.
Cage also took great pains t' emphasize that in Beyond, no two chapters would play precisely alike. He be reticent t' extrapolate on that point, save but t' say that the goal be t' make each chapter feel "unique." He doubly emphasized that the chapter we be seeing be a much more action-oriented chapter than many a the others in the game would be. He explained the regrettable need t' emphasize action over introspection when demoing a game t' a public audience, given the desire t' not lose the audience's attention.
The action be most certainly on display. Rather than just give ye a blow-by-blow a every event, I will simply truncate things by saying that Jodie goes through some severely awful shit. At various times, she be chased by cops, chased by angry police dogs, knocked about by men twice the wench size, be forced t' jump off a moving train, blows through a police barricade, 'n be repeatedly shot at by what looks like the majority a a metropolitan police force's S.W.A.T. unit.
Aiden has the ability t' capture, or even kill other people when Jodie be in trouble.a course, all a this plays out with numerous contextual quick-time events, as opposed t' standard action game mechanics. Much like Heavy Rain, Quantic Dream has framed every scene with an eye toward the cinematic, often pulling back 'n making quick cuts between individual QT events. There's also a preponderance a shaky cam during some a the chapter's more hectic moments that be, t' put it bluntly, more than a little nauseating. Dear video games: we don't even like shaky cam in movies, so we extra don't want it in our games. Thanks.
Still, even with the questionable camera shaking, there's no denying that Beyond looks pretty phenomenal, even in it be relatively early development state. Much ballyhoo be made about the use a Ellen Page as both the voice 'n likeness a the lead character, 'n it be clear that Quantic Dream has taken great pains t' make Jodie's facial expressions subtle 'n believable. There be a few moments where things looked perhaps a bit "uncanny," but by 'n large the work they've done on the wench character be extremely impressive. Cage explained that all a the game's actors, including Page, be given the full motion-capture treatment. Heavy Rain used some facial capture effects, but the bodies be animated by the developers, which sometimes led t' unnatural looking movements. Cage believes the motion-capture action has solved that problem, 'n based on what be shown, the animation has definitely come a long way. Some a the non-central characters still looked a little rough in spots, 'n the sheer visual fidelity a the game seemed t' be dragging the framerate down in spots, but this being early code, that be perhaps t' be expected.
The action really started flying fast 'n furious in the scene's climax, wherein Jodie finds herself surrounded by S.W.A.T. cops after arriving in a small town. Once again, control shifted t' Aiden, as Jodie became pinned down behind a parked car. Aiden's task be t' pillage rid a the army a cops milling about, periodically firing at the car she be sitting behind. This involved a variety a different interactions with both the environment 'n the enemies themselves. In some cases, Aiden could simply knock a car over, or even crush a nearby clock tower, causing it t' fall on a bunch a cops' heads. However, Aiden also has the ability t' take possession, 'n in some cases even kill other people. Possessing them allows Aiden t' completely control their bodies, so it can, say, use a sniper t' kill other cops, or have a helicopter pilot crash straight into a bunch a S.W.A.T. vans. Those who can be possessed glow orange, while those who can be outright killed appear t' glow red. When Aiden kills them, ye can see a glowing, body-shaped energy cloud float upward, which one can assume means they have died.
Some a these different concepts appeared earlier in the level, but the final sequence combined many a them into a flurry a action. The pacing a this scene be certainly frantic, though given the sheer volume a enemies around, it be a little weird just how long they stood around more or less waiting for Aiden t' come over 'n kill them. it be also maybe a little bit hokey just how the determination between who ye can possess 'n who ye can't be made. Obviously those who can be possessed glow orange because there be a very specific thing ye can do with them in order t' kill them, but in the context a Aiden's powers, it just strikes as strange that he can only possess these very specific people.
As with all Quantic Dream games, yer enjoyment will likely depend on how much ye buy into the writing 'n characterizations.I mean, it be video games we be dealing with here, so a course there's going t' be some fudging a logic for the sake a mechanics 'n functional gameplay. However, when I be faced with the lofty aspirations Cage talked up regarding the game, namely his desire t' explore his own ideas about the nature a life 'n death (the game be partially inspired by the loss a someone close t' the sea dog), 'n the various stabs at bridging the gap between cinema 'n game that the studio has made previously, I can't help but nitpick details that seem decidedly gamey, 'n even a little hokey.
I might be skeptical, but that doesn't mean I didn't enjoy what I saw a Beyond. it be a sharp looking game with some really intriguing-looking story elements, but I can't say that what I saw seemed overwhelmingly better than what the writing 'n mechanics a Heavy Rain offered. For some, that will be an exciting enough statement t' pillage them interested. For me, as someone who enjoyed parts a Heavy Rain but not the greater whole a it, I can't quite bring myself t' buy in whole hog.
me tack from here on out with all things Quantic Dream be t' simply ignore the hyperbolic language 'n keep me expectations grounded. With a David Cage game, I know that there will be strong visuals, a story that will, at the very least, offer some intriguing twists 'n turns, 'n that me personal engagement with the action will largely revolve around simple contextual actions. If Quantic Dream can successfully push these elements beyond what the studio has done in it be previous works in the ways Cage seemingly aspires t', then that will be a truly exciting thing. From what I've seen a Beyond so far, I believe that t' be, at the very least, possible. Like I said, I have me doubts, but I'd love for them t' be wrong.