New Heavy Rain screens, interview from 1up, and preview from Eurogamer

This topic is locked from further discussion.

Avatar image for rragnaar
rragnaar

27023

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#1 rragnaar
Member since 2005 • 27023 Posts

Here is the latest stuff on Heavy Rain!

1up has a new interview with David Cage about Heavy Rain.

I get HTML errors when I try to post things from the interview, but it is a good read. I always enjoy interviews with this guy, and I suspect Heavy Rain will be one of the more interesting games next year. It is always nice to see someone trying something new.

Edit:

Update- Eurogamer has a newpreviewfor Heavy Rain. It is sounding pretty sweet.

Avatar image for jaywd
jaywd

25

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#2 jaywd
Member since 2008 • 25 Posts
that first pic is definitely not a screenshot
Avatar image for rragnaar
rragnaar

27023

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#3 rragnaar
Member since 2005 • 27023 Posts

that first pic is definitely not a screenshot jaywd

It most definitely is a screenshot... here is the screen at full size:

Avatar image for UpInFlames
UpInFlames

13301

Forum Posts

0

Wiki Points

0

Followers

Reviews: 41

User Lists: 0

#4 UpInFlames
Member since 2004 • 13301 Posts

The good:

We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.

Finally, somebody gets it. While epic stories can deliver great epic stuff, you cannot expect to emotionally impact people with them. For that you need something intimate, personal, real. While fantasy and/or sci-fi stories can and should implement elements that make their conflicts matter (The Longest Journey, Half-Life), I'm still waiting for a completely down-to-earth type of game.

The bad:

I know there's always a strong reluctance from some hardcore gamers for this type of sequence, but we hope to convince them by the way we're going to implement them and by how we'll make these sequences really enjoyable and spectacular.

No. I hate when developers think that their version of something that is generally despised will make everyone change their minds. It won't. You will fail. Do not assume that people don't know what they do and don't like. QTE's suck. Even at its best, this mechanic will never be described as awesome or great. The mechanic and the whole idea behind it sucks. Stop doing it.

Avatar image for rragnaar
rragnaar

27023

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#5 rragnaar
Member since 2005 • 27023 Posts

The good:

We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.

Finally, somebody gets it. While epic stories can deliver great epic stuff, you cannot expect to emotionally impact people with them. For that you need something intimate, personal, real. While fantasy and/or sci-fi stories can and should implement elements that make their conflicts matter (The Longest Journey, Half-Life), I'm still waiting for a completely down-to-earth type of game.

The bad:

I know there's always a strong reluctance from some hardcore gamers for this type of sequence, but we hope to convince them by the way we're going to implement them and by how we'll make these sequences really enjoyable and spectacular.

No. I hate when developers think that their version of something that is generally despised will make everyone change their minds. It won't. You will fail. Do not assume that people don't know what they do and don't like. QTE's suck. Even at its best, this mechanic will never be described as awesome or great. The mechanic and the whole idea behind it sucks. Stop doing it.

UpInFlames

Agreed on all points. The whole QTE thing is basically a way to say "our control scheme isn't good enough to handle the on screen action, but we don't want this part of the game to be a cutscene either." QTEs are endlessly frustrating. I never beat RE4 because of the QTE knife fight with that commando duder. I screwed up two or three times in a row and went on to a game that wasn't trying to halt my progress with random button pushes that are nothing more than luck and a test of a person's hand eye coordination.

Avatar image for S0lidSnake
S0lidSnake

29001

Forum Posts

0

Wiki Points

0

Followers

Reviews: 14

User Lists: 0

#6 S0lidSnake
Member since 2002 • 29001 Posts

The first pic is just wow.

I found this to be very interesting:

" DC: Definitely. We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real."

I like that unlike some developers (The Getaway guys, Dennis Dyack) he is able admit that he screwed up earlier.

Here's the full presentation of the tech demo shown at lepzig:

http://www.youtube.com/watch?v=IlGcE0ROE7w

Avatar image for SteelAttack
SteelAttack

10520

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#7 SteelAttack
Member since 2005 • 10520 Posts
Awesome stuff, and great points by Flames, as usual. They better get things right with this one, although I'll swallow the damn QTEs if they promise not to wipe their butts with the plot by the end of the game like in Fahrenhindigo.
Avatar image for CarnageHeart
CarnageHeart

18316

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#8 CarnageHeart
Member since 2002 • 18316 Posts
[QUOTE="UpInFlames"]

The good:

We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.

Finally, somebody gets it. While epic stories can deliver great epic stuff, you cannot expect to emotionally impact people with them. For that you need something intimate, personal, real. While fantasy and/or sci-fi stories can and should implement elements that make their conflicts matter (The Longest Journey, Half-Life), I'm still waiting for a completely down-to-earth type of game.

The bad:

I know there's always a strong reluctance from some hardcore gamers for this type of sequence, but we hope to convince them by the way we're going to implement them and by how we'll make these sequences really enjoyable and spectacular.

No. I hate when developers think that their version of something that is generally despised will make everyone change their minds. It won't. You will fail. Do not assume that people don't know what they do and don't like. QTE's suck. Even at its best, this mechanic will never be described as awesome or great. The mechanic and the whole idea behind it sucks. Stop doing it.

rragnaar

Agreed on all points. The whole QTE thing is basically a way to say "our control scheme isn't good enough to handle the on screen action, but we don't want this part of the game to be a cutscene either." QTEs are endlessly frustrating. I never beat RE4 because of the QTE knife fight with that commando duder. I screwed up two or three times in a row and went on to a game that wasn't trying to halt my progress with random button pushes that are nothing more than luck and a test of a person's hand eye coordination.

I hated the QTEs in Dragon's Lair and Shenmue, but I enjoyed the QTEs of the God of Wars and some of the QTEs in RE4 and Heavenly Sword. Hitting the odd button when Nariko was charging across the giant ropes in the Heavenly Sword and moving the left stick in a circle to trigger Kratos's ripping off the head of a medusa were all actions I thoroughly enjoyed and which could not be reasonably accomodated within their normal control schemes.

QTEs that control normal actions (the case with some of the QTEs in Shenmue), that have too narrow windows (the case with some of HS's QTEs) or that last too long (the knife fight in RE4 ran a little long) are what I have a problem with.

Avatar image for GodModeEnabled
GodModeEnabled

15314

Forum Posts

0

Wiki Points

0

Followers

Reviews: 9

User Lists: 0

#10 GodModeEnabled
Member since 2005 • 15314 Posts
Chalk up another one for the QTES gotta go camp, but regardless the game looks amazing and the premise is very exciting. Indigo Prophecy was an awesome game (first half) that quickly took a **** all over itself (second half) so he sounds like he learned something from it and is going to make something really awesome.
Avatar image for sinistergoggles
sinistergoggles

9919

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#11 sinistergoggles
Member since 2005 • 9919 Posts
That line about them realizing their mistake in Indigo Prophecy and what the audience wants.. that's all I wanted to hear! :cry:
Avatar image for gamingqueen
gamingqueen

31076

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 2

#12 gamingqueen
Member since 2004 • 31076 Posts
wow but I hate QTEs :(
Avatar image for Foolio1
Foolio1

7467

Forum Posts

0

Wiki Points

0

Followers

Reviews: 16

User Lists: 0

#13 Foolio1
Member since 2003 • 7467 Posts

Great stuff, game looks amazing, premise looks amazing. Agreed on the use of QTEs, regardless I enjoyed IP even with its moronic ending, so I am sure I will enjoy this.dvader654

Yeah, the ending really blew it, but the rest of the game was fantastic. I'm really looking forward to Heavy Rain. I don't have a problem with the QTEs. I may have died a couple of times in RE4 because of them, but I never really got hung up on them.

Avatar image for ASK_Story
ASK_Story

11455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#14 ASK_Story
Member since 2006 • 11455 Posts

Looks nice, but I always felt games like this was a huge financial gamble. It doesn't have a mainstream appeal like a Gears of War 2 or Left 4 Dead.

It seems more like a personal project, you know. Like writing a novel for pleasure and artistic merit rather than trying to make the next Hollywood blockbuster.

Avatar image for GodModeEnabled
GodModeEnabled

15314

Forum Posts

0

Wiki Points

0

Followers

Reviews: 9

User Lists: 0

#15 GodModeEnabled
Member since 2005 • 15314 Posts

Looks nice, but I always felt games like this was a huge financial gamble. It doesn't have a mainstream appeal like a Gears of War 2 or Left 4 Dead.

It seems more like a personal project, you know. Like writing a novel for pleasure and artistic merit rather than trying to make the next Hollywood blockbuster.

ASK_Story
Thats not a bad thing at all though, we have enough blockbuster type games. Its time we started seeing more personaly involved projects that are unique and interesting. The next game that even mentions a space marine fighting aliens is getting a big :roll: pass from me.
Avatar image for deactivated-58319077a6477
deactivated-58319077a6477

4954

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#16 deactivated-58319077a6477
Member since 2007 • 4954 Posts
I hope this game turns out to be a great one.
Avatar image for Silent-Hal
Silent-Hal

9795

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#17 Silent-Hal
Member since 2007 • 9795 Posts
If the developer truly does realise what people didn't like about Fahrenheit, then I'm sure I'll love this. Fahrenheit lost track for me after Lucas 'died'. Everything up until that point was top quality, so since Quantic Dream have already confirmed that there's gonna be no sc-fi crap in Hevay Rain, it should be a great game. I enjoyed every aspect of Indigo Prophecy's gameplay other than the stealth sections (boo), the QTE's weren't great but were bearable. They seem to be better implemented in Heavy Rain however.
Avatar image for rragnaar
rragnaar

27023

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#18 rragnaar
Member since 2005 • 27023 Posts

Eurogamer has some interesting stuff on Heavy Rain including a new preview, and some crazy stats from the game:

One of the fascinating things about Heavy Rain -previewed on Eurogamer today- is its reliance on development studio head David Cage, who wrote the massive script single-handedly, and motion capture. On a recent excursion to see the game in development, we noted down a few of the more interesting stats in its creator's presentation. We thought you might enjoy them, so here they are:

The script-

2,000 pages long

60 scenes, each about 15-20 minutes long, most, but not all of which you see on any play-through

40,000 words of non-linear dialogue

Based on 6,000 pages of notes and references

15 months in development

The art design-

Two weeks scouting for locations on the East Coast of the USA

15 months of design by ten people

Photos, topographical gameplay maps, sketches of every item, paintings of every scene

The outsourcing to Asia-

Over 100 people involved outside Quantic Dream

480 man-months of work

Based on an "outsourcing bible" and "level architect blueprints"

The motion capture-

All done on-site at Quantic Dream in Paris

170 days of shooting across nine months

Over 70 actors and stuntmen involved

Casting sessions in Paris and London

30,000 unique animations recorded

Eurogamer

This game is sounding pretty damned ambitious.

Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#19 gunswordfist
Member since 2006 • 20262 Posts
When I saw the first picture I was like 'Why is this guy showing the devs office' then I realized it was a screenshot from the game. lol Anyway, I lost interest in this game after this: 1UP: How do you determine which actions players will perform with the right analog stick and which they'll perform with physical controller movements? DC: We use the Sixaxis motion controller for violent actions requiring you to push, hit, or kick in general. Our approach to interface is really based on emulating the character's moves on the controller. We want to make the player feel the same way as his character onscreen. 1UP: Will players use the PS3 controller's face buttons for anything? DC: We don't use them for the moment, apart from action sequences. We don't feel we need them for the moment. Looks like I'll just be sticking to Alan Wake after this.
Avatar image for Ish_basic
Ish_basic

5051

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#20 Ish_basic
Member since 2002 • 5051 Posts
[QUOTE="rragnaar"][QUOTE="UpInFlames"]

The good:

We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.

Finally, somebody gets it. While epic stories can deliver great epic stuff, you cannot expect to emotionally impact people with them. For that you need something intimate, personal, real. While fantasy and/or sci-fi stories can and should implement elements that make their conflicts matter (The Longest Journey, Half-Life), I'm still waiting for a completely down-to-earth type of game.

The bad:

I know there's always a strong reluctance from some hardcore gamers for this type of sequence, but we hope to convince them by the way we're going to implement them and by how we'll make these sequences really enjoyable and spectacular.

No. I hate when developers think that their version of something that is generally despised will make everyone change their minds. It won't. You will fail. Do not assume that people don't know what they do and don't like. QTE's suck. Even at its best, this mechanic will never be described as awesome or great. The mechanic and the whole idea behind it sucks. Stop doing it.

CarnageHeart

Agreed on all points. The whole QTE thing is basically a way to say "our control scheme isn't good enough to handle the on screen action, but we don't want this part of the game to be a cutscene either." QTEs are endlessly frustrating. I never beat RE4 because of the QTE knife fight with that commando duder. I screwed up two or three times in a row and went on to a game that wasn't trying to halt my progress with random button pushes that are nothing more than luck and a test of a person's hand eye coordination.

I hated the QTEs in Dragon's Lair and Shenmue, but I enjoyed the QTEs of the God of Wars and some of the QTEs in RE4 and Heavenly Sword. Hitting the odd button when Nariko was charging across the giant ropes in the Heavenly Sword and moving the left stick in a circle to trigger Kratos's ripping off the head of a medusa were all actions I thoroughly enjoyed and which could not be reasonably accomodated within their normal control schemes.

QTEs that control normal actions (the case with some of the QTEs in Shenmue), that have too narrow windows (the case with some of HS's QTEs) or that last too long (the knife fight in RE4 ran a little long) are what I have a problem with.

I actually like Prince of Persia, but I think these are some of the worst QTEs i've had to deal with. The upside is they're not hard and you get lots of time to make the right press, but they're frequent and terribly boring. Also, there are specific animations that take place to begin a QTE that will start while you are still in normal control of the Prince and there's no way to break these animations with combos. So you might find yourself in the middle of a combo while a QTE is starting (and it's not always obvious that it is starting) and the game might mistake a button that you queued up for that combo before the QTE prompt appeared as your response to the QTE...meaning you failed before you had a chance. Easily recoverable, but highly irritating. And then deeper in the game, bosses will chain QTEs to the point where you will often be dealing with QTEs more than actual fighting. QTEs also seriously deflate the first stage of an otherwise entertaining final boss fight.

I've never met a QTE I liked, but I think one big issue I have is that I tend to miss what's going on because so much of my attention is focused on where the button prompt will appear rather than scene taking place. And it's horrible to have this gigantic interface popping up in the middle of the action..I mean, there's nothing quite like it insofar as pure ability to pull you out of the moment. At least devs could be more subtle about these things. Maybe a color flash at the point of action corresponding to the color of the button press.

But i think the worst part of these QTE's is that while they seem to be intended to keep the gamer in control of the action, they never really do that. You're not actually controlling your character so much as ushering in the next sequence of cinematics. If I can't actually control the outcome, then I don't need a little button mini-game to keep me occupied...I'm not five, my attention span will last through the cutscene. Devs could script these things a little better to include multiple paths, including paths that allow you to compensate for missed presses (which Heavenly Sword does to a small degree). But when you miss your press, maybe that puts you in a hole, so the sequence might get a little more frantic to indicate that. Better than a reset, anyway. Better to not include them at all, actually, but if you feel you must, there are certainly better ways.

Still, for a chance at the kind of quality storyline that's being promised here in Heavy Rain, I'll probably just eat my words and deal with it. And maybe they've found something that can change my mind about this whole thing.

Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#21 gunswordfist
Member since 2006 • 20262 Posts
[QUOTE="UpInFlames"]

The good:

We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.

Finally, somebody gets it. While epic stories can deliver great epic stuff, you cannot expect to emotionally impact people with them. For that you need something intimate, personal, real. While fantasy and/or sci-fi stories can and should implement elements that make their conflicts matter (The Longest Journey, Half-Life), I'm still waiting for a completely down-to-earth type of game.

The bad:

I know there's always a strong reluctance from some hardcore gamers for this type of sequence, but we hope to convince them by the way we're going to implement them and by how we'll make these sequences really enjoyable and spectacular.

No. I hate when developers think that their version of something that is generally despised will make everyone change their minds. It won't. You will fail. Do not assume that people don't know what they do and don't like. QTE's suck. Even at its best, this mechanic will never be described as awesome or great. The mechanic and the whole idea behind it sucks. Stop doing it.

You speak the truth, UIF. The only thing I hated about what I heard in the interview more than QTE's is the fact that motion sensoring will be mandatory and used A LOT in the game. We don't need to see anymore fancy 'gameplay cutscenes' It's like watching a movie and having to press multiple button on the DVD remote as they appear onscreen in the correct order or the main character will die and you'll be forced to rewatch..er replay..er rewatch/play the entire scene. I'm also all for having a more down to earth game with characters that actually act human. There's barely any games that trigger emotions in players besides just fear, excitement and frustration. [QUOTE="rragnaar"][QUOTE="UpInFlames"]

The good:

We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.

Finally, somebody gets it. While epic stories can deliver great epic stuff, you cannot expect to emotionally impact people with them. For that you need something intimate, personal, real. While fantasy and/or sci-fi stories can and should implement elements that make their conflicts matter (The Longest Journey, Half-Life), I'm still waiting for a completely down-to-earth type of game.

The bad:

I know there's always a strong reluctance from some hardcore gamers for this type of sequence, but we hope to convince them by the way we're going to implement them and by how we'll make these sequences really enjoyable and spectacular.

No. I hate when developers think that their version of something that is generally despised will make everyone change their minds. It won't. You will fail. Do not assume that people don't know what they do and don't like. QTE's suck. Even at its best, this mechanic will never be described as awesome or great. The mechanic and the whole idea behind it sucks. Stop doing it.

Agreed on all points. The whole QTE thing is basically a way to say "our control scheme isn't good enough to handle the on screen action, but we don't want this part of the game to be a cutscene either." QTEs are endlessly frustrating. I never beat RE4 because of the QTE knife fight with that commando duder. I screwed up two or three times in a row and went on to a game that wasn't trying to halt my progress with random button pushes that are nothing more than luck and a test of a person's hand eye coordination.

Good to see your in the 'I HATE QTEs' club. lol Games need to be less like movies, more like...games.[QUOTE="rragnaar"]

Eurogamer has some interesting stuff on Heavy Rain including a new preview, and some crazy stats from the game:

[QUOTE="Eurogamer"]One of the fascinating things about Heavy Rain -previewed on Eurogamer today- is its reliance on development studio head David Cage, who wrote the massive script single-handedly, and motion capture. On a recent excursion to see the game in development, we noted down a few of the more interesting stats in its creator's presentation. We thought you might enjoy them, so here they are:

The script-

2,000 pages long

60 scenes, each about 15-20 minutes long, most, but not all of which you see on any play-through

40,000 words of non-linear dialogue

Based on 6,000 pages of notes and references

15 months in development

The art design-

Two weeks scouting for locations on the East Coast of the USA

15 months of design by ten people

Photos, topographical gameplay maps, sketches of every item, paintings of every scene

The outsourcing to Asia-

Over 100 people involved outside Quantic Dream

480 man-months of work

Based on an "outsourcing bible" and "level architect blueprints"

The motion capture-

All done on-site at Quantic Dream in Paris

170 days of shooting across nine months

Over 70 actors and stuntmen involved

Casting sessions in Paris and London

30,000 unique animations recorded

This game is sounding pretty damned ambitious.

Yeah I read that on imdb right before I came to this thread.