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Beyond: Two Souls AKA the return of Geist

http://www.gametrailers.com/videos/g1bahr/beyond--two-souls-gc-2012--sandbox-walkthrough--cam-

Here's a gameplay demo of the game at gamescom, its showing off the sandbox properties, seems very predictable scenarios but i'm still hyped by what the game does, also sadly this is cam gameplay but this game will probably take the best graphics on console award.

I find it surprising that the souls of people choked go to heaven/ up in the sky, although looking at the gameplay it seems not every death has that phantom effect.

I really hope this game takes us to hell, purgatory and heaven.
 
The gameplay footage I linked too is indeed a spoiler, but it's also less than 10 minutes of the game.

I hope the developers are subtle with abilities and i really hope for branching gameplay paths.
 

Lime

Member
Graphics look amazing considering the hardware.

However, if this is supposed be a story-driven game, how come there are two obvious flaws in the story:

1. Helicopter explodes when it hits the ground. Reminds me of the horse carriage blowing up in Family Guy (i.e. every vehicle apparently needs to explode when it stops).
2. Apparently no one on the SWAT team notices their colleagues getting choked to death in front of them. Maybe there's an explanation of this in the game.

But it's not like I expect the writing quality to be of any considerable worth despite the development team's storytelling ambitions, so I'll probably just take it for what it is. I mean, Quantic Dream's portfolio, (Indigo Prophecy, Heavy Rain, that Robot Girl video) does not point towards the writing team completely adhering to any contemporary writing standards. It's too bad, as they clearly have ambitions in terms of using the medium for storytelling.
 

eXistor

Member
Had a blast with Heavy Rain even with its flaws and I'm very much looking forward to experiencing this (I think "playing" is going a bit far). My main concern is actually the paranormal stuff they have going on, last time they tried a game with that it ended disastrously.
 

Ricky_R

Member
Amazing graphics, but I suppose that's not the only way the game plays right? It's like Ghost Trick but without the puzzles.

I was wondering that myself. Would we be able to choose to play as her all the time or will there be moment where will be forced to use her soul? I don't mind the latter, I just hope there's enough varied gameplay. I can see myself getting bored with the repetitive use of the soul.
 
I don't know about possesing guards with invincible souls of destruction... It reminds me of sight-jacking in Siren: Blood Curse.

I hope all the action sequences arent like this in the final game.
 
iHPSqU839KOvt.gif
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
I hope that was just a demonstration and won't be like that in the final game. Seriously i really liked Heavy Rain but this looks kinda boring. Posses this guard, destroy that car so the girl can move on. Next scenario the same? god i hope not.
 

CorrisD

badchoiceboobies
What, no delay? Q4 2013 seems like a safer bet.

Well every game and their dog is coming out Q1 2013, I don't think anyone wants to release with next-gen or seemingly next to the announcement of next-gen either it seems.
 

GeoramA

Member
Holy shit the visuals...

Completely blows away Heavy Rain, and that was a nice looking game 2 and a half years ago.
 
Beyond’s script is at least 2,000 pages long – that’s longer than three or four movies, Cage tells us – and it was based entirely around Page playing the lead. Although the actor wasn’t officially on board or aware of the game, Page accepted immediately and was officially on board.

That was then, but some twelve months of constant, daily shooting later Cage firmly believes that his ensemble cast have grown as actors, and that the decision to use full motion capture techniques – rather than standard mo-cap – is a significant step for the industry a a whole.

Standing at the front of the conference room, Cage explained, “We gained another dimension in the performance because with full performance capture, we had body language. If you look at me as I say this, you can see how I’m saying it. You lose that in motion capture.”

In regular motion capture, faces, voices and body movement are recorded separately, and this often jars when all three components are melded together. This is how Heavy Rain was shot, but with Beyond Cage wanted to up his standard.

With Beyond, Cage’s cast of 160 people were acting out everything at once on almost non-existent sets. There are very few props, meaning each actor had to simply imagine they were running down a grassy hillside while being chased by cops, or fighting on the roof of a train.

While it sounds like a silly, roundabout and costly way to do business, Cage revealed that Beyond’s budget is roughly the same as Heavy Rain’s, purely because of full performance capture. There is very little in the way of post-capture animation. Most of what you see in-game has been acted out by the actors.

Cage explained, “Beyond has been in development for three years, but the budget hasn’t been crazy as we’ve tried to be very smart. Everything must be planned precisely so that everything is where is should be, limiting the amount of post-animation.”

“Games try too hard to trigger adrenaline by letting you just shoot someone, but they overlook smaller emotions that are more complex to trigger, but at the same time are rewarding,” Cage added.

“I’m not a failed movie director who couldn’t make it in films and that’s why I’m a game director,” Cage continued, “I am just passionate about the way this medium is moving. I’m interested in how you can tell a story through interactivity, where you are the actor.”

Cage concluded by saying, “The most challenging part of my work is to redefine what interactivity means. Look, you can turn on the lights in a scene and it can mean something, you can choose to shoot someone and it means something, but you can choose to do nothing, and that too can mean something.”

http://www.vg247.com/2012/08/16/beyond-two-souls-death-comes-to-us-all/
 

KageMaru

Member
Great facial animation and texturework. But her mouth looks a little bit like a monkey's.

Monkey mouth criticism aside =p, their new animation system is probably the biggest contributing factor to the graphics. Everything else is, while acceptional, pretty standard for a high end console game.

Can't wait to get home to see this.
 

Ushojax

Should probably not trust the 7-11 security cameras quite so much
This game is going to be hilarious. Geist x Heavy Rain sounds so bad it's good. I await the YouTube playthroughs with great interest.

Cage concluded by saying, “The most challenging part of my work is to redefine what interactivity means.

Press X to Jason
 
Graphics are insane. Seems like you have a shit ton of possibilities in this scene, as the guy in the older demo did things way differently. Pretty cool that you can manipulate things, even if they don't serve any purpose, like you can flip any car, not depending if there are cops standing behind it or not. Adds to the replayability.

I was wondering that myself. Would we be able to choose to play as her all the time or will there be moment where will be forced to use her soul? I don't mind the latter, I just hope there's enough varied gameplay. I can see myself getting bored with the repetitive use of the soul.
You can switch freely back and forth between her and the ghost in about 90% of the game. The other 10% is scripted, in this scene for example you are forced to use the ghost.

Looks nice hopefully the next demo will have the enemies doing more
Yeah, this is only an alpha build. Nothing is polished yet. Also they mentioned 2 months ago that the timer is deactivated, so they can show you the different stuff without "loosing".
 

Mognet

Member
“I’m not a failed movie director who couldn’t make it in films and that’s why I’m a game director”

lol

I was expecting someone to post something along those lines but instead I find David Cage say it.
 
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