dragonbane
Member
Yea this is very interesting. I can see several scenarios how they might realize it:Edit: Saw the part about the negotiation scene being the first scene of the game. That was sort of expected because they showed all of the possibilities, but that's huge because that means. As much as Heavy Rain made a big deal about everyone being able to die early, that was only the case for 2 of the characters and neither could die until later in the game.Connor can die at the beginning of the game
-They stopped caring if some players will have a very short game if everyone dies, so it can actually just happen that way
-Maybe this Connor dies, but Cyberlife builds a new one. However this will reset all development you experienced with the old one and this changes consequent scenes drastically, but keeps him in the game for a bit longer
-Maybe they limited the heavy branching to just 1-2 of the playable protagonists, which allows them to include crazy branching for them without exploding the budget
Either way this is good stuff
It wasn't. People just sort of expected it, because it was the sequel to Heavy Rain. When pressed Cage just mentioned there would be choices that can affect the ending and there are a few even if it's not every involved and mostly focuses on the side characters. Beyond was an experiment with a linear narrative with more in-scene branching than actual plot branching, but from the results it didn't work out as well as Heavy Rain, so they are going back to it now it looks like. Beyond was also sort of rushed to still come out on PS3, so there wasn't a lot of pre-production time, which is obviously required if you want to have a branching narrative.Was Beyond suppose to be about choices? Was it promoted that way?
The game is all about exploration actually. It's usually one of the key pillars of their games. It's exploration, choices and often action scenes delivered through branching QTEs or similar mechanics. No traditional combat although they did third person driving before and some chase/escape scenes using traditional controls. First and foremost is also that every scene of the game is unique. They usually have a huge list of different locations in their games with different stuff to do in them. They mix it up a lot with simulating different day-to-day activities and scenes of everyday life as well. For example Heavy Rain had a waking up in the morning scene, a mall scene, trying to care of your son, playing golf, trying to cope with insomnia and nightmares, fight scene in a brothel, crime scene investigation, questioning a shrink, preventing someone from committing suicide in their house, police station, a graveyard etc.So with these types of games is it purely dialogue options? I never played Heavy Rain? There is no combat or exploration?