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Quantic Dream

PlayStation 4 photo
PlayStation 4

David Cage joined by film writers and directors on PS4


Cage refuses to direct anyone else's screenplay
Apr 29
// Allistair Pinsof
It's not normal for a man to write a 2,000 page script or direct a 10+ hour film, so I can't blame David Cage if all of Beyond: Two Souls isn't golden. Realizing how this strains developer Quantic Dream's game director, co-CE...
PlayStation 4 photo
PlayStation 4

Quantic Dream's PS4 engine predates Beyond: Two Souls


Company began work on PS4 over two years ago
Apr 28
// Allistair Pinsof
When I asked Quantic Dream co-CEO Guillaume de Fondaumière if its upcoming, untitled PlayStation 4 game would be based on Beyond: Two Souls' engine, I got a response I wasn't expecting. The developer began development ...

Beyond: Two Souls Tribeca trailer + 35 minutes of footage

Apr 28 // Allistair Pinsof
[embed]252645:48402:0[/embed] If you do watch, you'll see just how far Cage has come as a director, presenting scenes from interesting angles and getting great performances out of his cast. You also may see some questionable writing choices. Keep your eyes pealed for the cleanest birth ever and a man reacting to Jodie landing from a three story jump by saying "I don't know how you did that, but it was incredible!" It certainly is emotional.  
Beyond: Two Souls photo
Let's talk about emotions and stuff
Say what you want about David Cage, but I dare you to watch the above trailer and not be impressed. I feel you are going to prove me wrong, but join me, however briefly, with enthusiasm for Beyond: Two Soul's immense trailer...

Hollywood photo
Hollywood

Heavy Rain was written for John Goodman and Clive Owen


David Cage's ideal Hollywood cast revealed
Apr 28
// Allistair Pinsof
David Cage has said in the past that he writes characters with actors in mind for roles. With better tech and a bigger budget, Cage finally got the cast he wanted with Beyond: Two Souls which stars Ellen Page and Willem Dafoe...
Beyond: 2 Soups photo
Beyond: 2 Soups

Watch hour-long Beyond scene and trailer on stream


Live from Tribeca Film Festival
Apr 26
// Allistair Pinsof
Just because I'm in New York this weekend covering Beyond: Two Soul's presence at the Tribeca Film Festival, doesn't mean you have to. Have to be in New York that is, since the hour-long clip and trailer will be live streamed...
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Here's a 'bootleg' trailer for Beyond: Two Souls


"Bootleg"
Apr 24
// Dale North
As you may have heard, Beyond: Two Souls is an official selection for the Tribeca Film Festival. Sony has sent along a fake bootleg to go along with that massive fake script.  After watching a bit of some fake (but well...
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Here's the 2,000-page script for Beyond: Two Souls


(not really)
Apr 23
// Dale North
I could see the FedEx delivery man hobbling down the street. I knew he was coming for me, but he was taking awhile as he was carrying a small box that looked like it was giving him some trouble. I met him halfway and he gave ...
Beyond: Two Souls photo
Beyond: Two Souls

Beyond: Two Souls box art is the Ellen Page-iest


EMOTIONAL
Apr 18
// Tony Ponce
Ellen Page. Polygons. Emotions. Mature. Beyond. On a related note, David Cage and Ms. Page will be screening Beyond: Two Souls at the Tribeca Film Festival on Saturday, April 27. Because it's a movie, I guess. BEYOND: Two Souls Box Art Revealed [PlayStation Blog]
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Quantic Dream is hiring a multiplayer programmer


For Beyond: Two Souls?
Apr 11
// Dale North
I had the pleasure of visiting Quantic Dream's studio last month (see above picture), and it was there that I saw something interesting while being shown upcoming game Beyond: Two Souls. Unfortunately, that's about all I...
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Marketers wanted guns on Beyond: Two Souls promo art


Quantic 'categorically refused' generic action artwork
Mar 22
// Jim Sterling
Beyond: Two Souls had to fight to stop its promo art being reduced to a character holding a gun like 90% of the rest of videogame advertising, Quantic Dream recently revealed. Had marketers had their way, Ellen Page would be ...
Beyond: Two Souls photo
Beyond: Two Souls

Beyond: Two Souls to appear at Tribeca Film Festival


Games not films? Ha!
Mar 21
// Dale North
Think David Cage's films are just movies with button prompts? I don't, but upcoming PS3 game Beyond: Two Souls is at least film-y enough to appear at the Tribeca Film Festival. The game will be an Official Selection -- a firs...
No QTE for Beyond photo
No QTE for Beyond

Cage: No QTE for Beyond: Two Souls


Good news
Mar 21
// Dale North
At a preview event earlier this week, Quantic Dream boss David Cage revealed that their upcoming PS3 game, Beyond: Two Souls, would not use QuickTime Events (QTEs). In an effort to create a more discreet and fluid UI, they've...

First hands-on: Beyond: Two Souls

Mar 21 // Dale North
Beyond: Two Souls (PS3)Developer: Quantic DreamPublisher: SCEARelease: October 2013 Starting out, Jodie looked to be returning to a scientific research center just as firefighters and ambulances were wheeling out injured people from the building. It looked as if she was warned not to enter, but she does anyway, moving past debris, injured bodies, and burning walls to go deeper into the building.  Jodie can be moved with the left analog stick, with the navigation of her world being fully contextual. Simply move her to where you need and she'll step over thresholds, climb over obstacles, and more, each with specific animations. I did this to step over debris, through broken windows, and deeper into dangerous looking territory.  The world interaction system is completely new, using the right stick to input moves that make sense in given situations. Unlike Heavy Rain, there are no prompts for action with this system. Instead, a simple white dot will show areas of potential interaction. Moving the right stick at this dot in a way that makes sense for a given action, like pushing up to stand, or down to crouch, executes that action. Movements are always based on where Jodie is and what she's able to do in that location. Some situations involve button-press prompts, while others use the SIXAXIS movement sensors to have players moving the controller around. The first obstacle of the demo that we encountered had Jodie stopped at an elevator door that would not open. She requested that Aiden move ahead to investigate, which had me moving the entity down the elevator shaft to find that the elevator door would not close due to an obstruction. A simple press of the triangle button toggles control between Jodie and Aiden at any time. Being an invisible entity, Aiden can fly around anywhere. Controlling it in a first-person view, I was able to fly through walls and other matter, straight down into the jammed elevator. Aiden can interact with objects in the world through use of the analog sticks and the R1 button, enabling it to push, throw, and blast objects. I used this ability to push the obstruction away from the door, letting the elevator close to be called up to Jodie.  The demo featured other situations where I had to use Aiden to do things move through a door to unlock it, or move through a fire to push a fire extinguisher toward Jodie to help her quell flames. Some situations presented the option to use either Jodie or Aiden to proceed. In one room, glass doors prevented Jodie from progressing. The player could either use Aiden's blast ability to bust the glass, or have Jodie pick up a chair to slam it through the glass.  One of the most interesting team abilities for the duo has Aiden channeling some of another human's aura toward Jodie. This enables Jodie to have a short vision, which, in this case, gave her a fuzzy glimpse of injured or dead people's last moments. In two different situations in this demo, these visions showed that these humans were attacked by some force. The last one seen showed what looked to be semi-transparent tentacles coming out of the wall to thrash some victim around. My guess is that this entity had something to do with the disaster at this research center, and that Jodie went in to deal with it.  Just as things got interesting, a Quantic Dream staffer cut me off from proceeding.  From what we saw in the hour-long presentation and from this hands-on session, it seems that moving through Beyond: Two Souls involves a lot of problem-solving collaboration between Aiden and Jodie. With the simple challenges presented here, it was kind of satisfying to switch between two totally different control types to figure out how to progress. I'd imagine that more complex problem solving will be required as the game progresses.  While Jodie moves exactly as you'd expect with this simple interaction system, the first-person control of Aiden takes a little getting used to. Flying around and whipping through walls and doors is fun and freeing, but with that much freedom it's also a bit disorienting. The camera control feels sufficiently like moving a ghost around, but with no limitations other than distance from Jodie, you can easily end up lost between walls or other structures. Add in Aiden's negative color view and disorientation comes even easier.  While I would have preferred playing what we were shown in the hands-off presentation, this demo was more than enough to show off how Beyond will use Aiden and Jodie's unique control schemes together. Other aspects of Jodie's control, like an action system for combat, and vehicle control, were teased during this visit, but it looks like we'll have to wait to try these out.
Hands-on Beyond photo
Control system detailed
While a sizable portion of Beyond: Two Souls was shown to press at a event at Quantic Dream this week, unfortunately, it was a hands-off situation. But the studio didn't want to leave us completely empty handed, so they prepa...

Preview: An emotional ride with Beyond: Two Souls

Mar 21 // Dale North
Beyond: Two Souls (PS3)Developer: Quantic DreamPublisher: SCEARelease: October 2013 In this time, Jodie is an adult, a fugitive on the run. She has no family or friends, and her need to escape has left her alone, homeless, on the streets of a snowy city in the middle of winter. By this point she has moved fully beyond the down-on-her-luck stage, passing out from cold and exhaustion in the snow. She would have been left for dead if it wasn't for her invisible protector, Aiden, calling attention to her in the street so that a fellow homeless person could tend to her.  When she finally comes to, Jodie struggles with her self worth, to the point that she feels like going on isn't worth the trouble. Luckily, the homeless people that took her in cared enough to give her some purpose, which gradually puts her on the road to recovery. She begins to care about these people enough that she eventually opens up to them, sharing some of the secrets of her gift. This same gift, her tie to the invisible entity she named Aiden, lets her repay the saving favor in many ways. It's too bad that her past ends up catching up with her in the end. Watching Jodie get to know these people played out exactly as it would in a movie, which made it very easy to be drawn into the story. There's a lot going on under the hood to make this possible. First, the seamless and nearly invisible system of Beyond: Two Souls had everything from character movement to item interaction looking like a cinematic event. It was easy to forget that this was not a string of cutscenes with button prompts, and that a player was controlling the entire session, making every choice and movement. Save for a couple of instances of graphical glitches (the demo was only in alpha state) or where another animation pass might be needed, watching someone else play was like watching a film.  While the game never breaks form in looking like a movie, it does lean slightly more towards the game side of things during action combat scenes. Thankfully, Quantic Dream ditched QTEs in favor of a nearly invisible, prompt-less system where the game slows motion down during combat and awaits simple input from the right analog stick. Players will have to watch the action for context clues to know how to move the stick. We saw a really impressive fight scene where Jodie takes on multiple attackers in the street, where she kicked, punched, dodged, and countered through this input system. Despite the use of "bullet time," the scene managed to be fast-paced and exciting.  Quantic Dream has the PS3 pulling off some graphical sorcery that goes a very long way toward making Beyond look like a feature film. Their engine does some absolutely stunning stuff with depth of field and bokeh, giving every scene the look of a filmic camera shot. Watching snow fall onto already deep snow drifts in the evening, as street lights flickered in the distance, made me wonder how the PS3 was able to display such quality. Quantic Dream told us that some of their early work on renderers for the PS4 showed them that they could apply some new techniques to their PS3 engine. What they've been able to pull over and implement is unlike anything seen in any current generation video game. Dazzling stuff. The performance capture equipment and techniques used during 12 months of shooting real actors really paid off. Their impeccably captured performances seal the deal when it comes to working toward a convincing cinematic experience. Outside of some of the walking/turning animations, every movement is so realistic that the line between game and film is so blurred that you'll forget to think about it. It's also good that the photorealistic faces of the characters never dip into Uncanny Valley. Forget stretchy texture maps with eye holes for faces -- these look like real, living, breathing people, with reactive eyes that have depth and soul.  I could go on about how fantastic Beyond looks, but it's not really about the visuals. All of this tech and mo-cap was to be used to further the storytelling power for the game, and from what I saw, telling an engrossing story was mission number one. The session was bookended by two rather critical story moments, both of which had my mind wandering, but even without knowing where the story started or ended up, all the stuff in the middle had me totally drawn in, itching to know what happens next. Just about every scene moved me in some way -- harrowing, uplifting, reflective, or tense moments that came together to make for a supremely entertaining hour of watching. There was one particularly beautiful moment that I keep thinking about, even some days later. I can only imagine how these sensations would have been heightened if I were able to actually play it.  If you played Heavy Rain, you'll know that Quantic Dream was already well on their way toward their ideal cinematic game experience. It's just that the game was rough around the edges in so many ways that you could never fully be drawn in as intended. Too many off moments had it missing the mark. From everything I've seen of Beyond, it looks like they've figured the rest out since then. All of their work, from the cast, performance capture, graphics engine, and new systems, makes it seem like everything has finally come together. Their desire to share an interactive emotional journey comes through cleanly, with no hindrances. Perhaps all of that ambition has paid off, as it seems they've been able to take a very large step from their last game. Beyond: Two Souls looks to be something special. I can't wait to see more.
Beyond preview photo
Beyond goes beyond
After watching about an hour of live gameplay of Beyond: Two Souls, I felt like I witnessed a string of truly meaningful moments in the life of a gifted yet misunderstood person. In this small glimpse into what was probably j...

GOG.com photo
GOG.com

Omikron: The Nomad Soul released on GOG.com


David Bowie starred in the debut from David Cage
Mar 14
// Alasdair Duncan
It seems totally fitting that this week should see the release of Omikron: The Nomad Soul on GOG.com, the same week as David Bowie releases his first album in a decade. The Thin White Duke wrote the soundtrack and even made a...
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Jimquisition: Emotions, Polygons, and Ellen Page


David Cage is your daddy
Mar 07
// Jim Sterling
This week, Father of Dreams and visionary game director David Cage hosts the show and tells us all about emotion. Emotion. Emotion. What is it like to feel? What can videogames learn from film? How well does David know Ellen Page? Watch this soul-scorching video and prepare to be impressed. Emotion.
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Witcher 3 gets horses and fire, Beyond gets Willem Dafoe


The Destructoid Show's 420th Episode Takes The High Road
Mar 01
// Max Scoville
As we do every Friday (except for sometimes) we did a live Destructoid Show. CD Projekt Red announced some stuff about The Witcher 3: The Wild Hunt, and then dropped some new screens. Some stuff is being released in May...

Willem Dafoe revealed in Beyond: Two Souls

Mar 01 // Jim Sterling
Behind the scenes: [embed]247407:47320:0[/embed]
Dafoe Souls photo
YES YES YES YES YES YES!
Legendary actor and Destructoid patron saint, Willem Dafoe, has been revealed in Beyond: Two Souls. Quantic Dream's upcoming game just got 100,000,000,000 times more interesting!  The above trailer showcases America's f...

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Quantic Dream using PS4 to advance ugly man technology


Sad old eyes!
Feb 20
// Jim Sterling
David Cage has taken to the stage tonight to suggest that emotion in games begins and ends with graphics, proving his point with a really ugly old man head. Who needs a good script when you have the sad eyes of a near-dead wa...
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David Cage 'shocked' by violent showings at last E3


Feb 06
// Dale North
During David Cage's presentation at D.I.C.E. Summit 2013 this morning, in a talk on his vision for the game industry, he addressed last year's E3's showing of violent, shocking content. The Quantic Dream boss made it clear th...
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Heavy Rain composer Normand Corbeil passes away


Passes at 56
Jan 28
// Dale North
Composer Normand Corbeil, the man behind the musical score for Quantic Dream's Heavy Rain, passed away yesterday at age 56. He was diagnosed with Stage IV pancreatic cancer late last year, and passed away yesterday ...
More next-gen rumors photo
More next-gen rumors

Quantic Dream registers domain that references 'PS4'


What is Singularity?
Jan 22
// Jordan Devore
Superannuation has been on a roll lately with spotting curious domain registrations. As posted on Kotaku, it's been discovered that Heavy Rain developer Quantic Dream registered singularityps4.com back in November of last yea...
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SDCC: Beyond: Two Souls panel yields gameplay details


Jul 13
// Jayson Napolitano
While yesterday's Beyond: Two Souls panel at San Diego Comic Con focused mainly on actress Ellen Page’s involvement as protagonist Jodie Holmes, a few gameplay and development details did slip out during the session. Di...
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David Cage: games must innovate or 'die'


Jul 06
// Jim Sterling
Self-proclaimed videogame auteur David Cage has urged the videogame industry to innovate of face certain death. "... This industry will die if it doesn't try more to be innovative and to come up with new ideas and to talk a b...
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Rumor: Willem Dafoe to co-star in Beyond: Two Souls


Jun 19
// Jim Sterling
According to the latest gossip, beloved actor Willem Dafoe is set to co-star in David Cage's next tribute to Hollywood, Beyond: Two Souls. Now sit back and imagine that man's face rendered with Quantic Dream's uncanny valley ...

E3: David Cage reaches new heights in Beyond: Two Souls

Jun 07 // Allistair Pinsof
Beyond isn’t a brave step forward for Quantic Dream. It’s more of a meditative glimpse in all directions; it's the product of a studio reflecting on what they did right, what they did wrong, and what they can do better. How about actors who don’t sound like down-syndrome French? How about a story that has momentum, focus, and variety? How about a game that you control more than you watch? The 30-minute demo of Beyond, showed behind closed doors, presented its teenage female protagonist Jodie Holmes in an intense couple of scenes, as she literally runs from the law. At the start of the demo, Jodie is asleep on a moving train. Instead of controlling Jodie, you control her spirit friend Aiden. As Aiden, you can float around the train, travel through windows, and interact with items in close proximity. In the demo, Aiden isn’t given a voice or personality. Who he is, is defined completely by the player. I imagine Aiden, for most players, will be a nuisance that maliciously spills hot coffee on people and steals their newspapers from them. Regardless of what you don’t do in the game, there are certain things you must do. Cage loves to say the game is nonlinear but he is only half-right. Beyond seems as linear as Heavy Rain in play, it’s just that there are many branching linear paths you can go down. Most of the time you’ll have direct control over Aiden or Jodie, but in action scenarios you’ll be presented quick-time-event sequences identical to those found in Heavy Rain. Despite looking and playing better, there is an element of genuine surprise missing from Beyond. Though, Cage hints that this demo was only a small, action-focused piece of Beyond’s story that follows Jodie through 15 years of her life. Though the demo presented a fugitive scenario, Cage said it's only a footnote in the game's decade-spanning story. Beyond is filled with details that display the passion and artistry pumping through Quantic Dream. Actor performances are top notch, with voice and motion capturing done at the same time (like Uncharted 3; unlike the awkward animation/acting of Heavy Rain). Jodie has numerous animation loops that give variety to her walking and ideal states. Animals react to Aiden’s presence, even though others are unaware. Beyond is a unique experiment in interactive storytelling. Between a script that Cage slaved over for a year and some slight improvements to elements in past Quantic Dream games, Beyond will likely be every bit as unique and divisive as Heavy Rain. Although I find many of Beyond’s ideas intriguing, I worry about their execution. Being able to possess a cop is neat, but isn’t the novelty kind of faded if all you can do is press L3 to trigger an animation of shooting other cops? Sometimes you can walk around and have more choice, but that seemed to be the exception rather than the rule in this E3 demo. Even when there is some player agency left intact, it doesn’t seem very fun. The demo came to a close with Aiden protecting Jodie, as she hides in a small town invaded by heavily armed police. You can blow up the car on the right, or the car on the left. You also need to blow up the car in the middle if you want to continue the story. There are other options, but it all seemed to boil down to "blow this up, instead of that; watch animation, and repeat." That seems to be Beyond at its most open. Like Heavy Rain, there is a trade-off taking place: The player isn’t given much freedom in action, but the action is wonderfully orchestrated when it does happen. I don’t think Beyond will change anyone’s mind on David Cage and the type of games he makes. At the end of the demo, Cage had a very apologetic tone, as if to say, “I really want to show you the weirder, narrative-focused stuff, but this is E3 so I needed to show you a big action set-piece.” Cage hinted that the game may play with player death, chronological storytelling, and aging in innovative ways. Though I can’t get stoked about hammering the trigger buttons in a QTE sequence, I’m excited to explore the narrative tapestry that connects the Beyond’s more heated moments.
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Whether you loved it or hated it, you must admit that Heavy Rain could have been better. Even its creator David Cage admits it fell short of his ambitions. He’d also be the first to tell you that its follow-up, Beyond: Two Souls, is better, and he wouldn’t be wrong.

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E3: Quantic Dream unveils Beyond: Two Souls


Jun 04
// Samit Sarkar
Quantic Dream co-founder David Cage came out on stage at Sony's E3 2012 press briefing to introduce his studio's next project, Beyond: Two Souls. Oscar-nominated actress Ellen Page (Hard Candy, Inception) stars as heroine Jod...
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E3: Ellen Page featured in David Cage's Beyond: Two Souls


Jun 04
// Chris Carter
As many of you correctly guessed, Ellen Page will be the lead actress in David Cage's next game, Beyond: Two Souls. Cage was particularly excited to announce this during Sony's press conference, putting emphasis on Page'...
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E3: A glimpse of Quantic Dream's Beyond: Two Souls


Jun 04
// Fraser Brown
Quantic Dream's next game, Beyond: Two Souls, has now become slightly more tangible thanks to some new screenshots, the first ones in fact. Not surprisingly, they look rather gorgeous. Also, dirty, sweaty and explosive. All g...
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David Cage on Heavy Rain: 'Unhappy with everything'


May 30
// Allistair Pinsof
David Cage, founder of developer Quantic Dream and director of Heavy Rain, aired grievances over his ambitious 2010 noir adventure in an interview with Gamasutra: "With the team, we were pretty much unhappy with everything. W...






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