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Interview with David Cage: 'I'm not a frustrated filmmaker'

Please feel free to correct my translation if necessary.

gamescom> ITW David Cage: "We will not go back"
By Yukishiro, Gamekult.com
Interview - Friday, 17/08/2012 at 18h 00

With the success of Heavy Rain, frenchman David Cage is doing well. Present at gamescom to promote his new title, Beyond: Two Souls, the creator has agreed to sit for half an hour with us. A great opportunity to discuss his next production, but also to talk about the man's style (he does not spare his opinions), and who has never seemed so self-confident. Interview.

ME3050055570_1.jpg


Where are you now with the development of Beyond?


Development is progressing well, we finished the shoots of performance capture. It was a big step for us, as it represents 12 months of almost non-stop shooting. Every day, more than 160 actors on the set. The technology is also progressing well, since we have a version of the engine which has been running since very early in development, which is important because we try to push the hardware as far as we can. We want to show you progress from Heavy Rain, especially on the engine, which we have almost rewritten from scratch.

You've just mentioned the term "performance capture". What meaning do you put behind these words, as opposed to the traditional "motion capture", for example?

What we did on Heavy Rain, and many games still do today, is to have an actor record the face and dialogue on one side, in a sound studio. Then you go into a Heavy Rain studio, and you play once again the dialogue that you just recorded, with an actor who will play the body and animations of the text that you've just recorded. So, it does work, roughly speaking, we can say that it works. However, this presents a huge disadvantage, because you cut the performance in half: the head then the body. At the end, when you superimpose both halves, you can see that they were not recorded simultaneously. This is an exercise that is difficult for the actors, and makes us lose a lot of quality.

Since then we have seen, like everyone else, the work of James Cameron on Avatar, and we thought it would be possible to record everything together in one coherent capture. So we invested in R&D, in equipment, in a MoCap studio, and we shot our prototype Kara - a short film designed to test the technology and its implications. And we could see the gain in quality of the acting with this performance capture solution. That's when we decided to "shoot" Beyond that way, because it's in our opinion the best way to get emotion with the actors.


Precisely, let's talk about it. Ellen Page will be the main star of Beyond; why have you opted for an actress famous from movies and more importantly, why her?

I was not looking particularly an actress who was famous, it was honestly not my specifications. I did not want a name that shines, to put on the game box, but rather an actress that fits the role and who can give the character a real existence. It's a role that is quite difficult, because we will control the character of Jody between age 8 and age 23. Obviously another actress will play young Jody, but from 14 years up to 23 years, we wanted the same actress. We needed someone who could credibly play a teenager and a young adult. I was looking for someone who had a real range of emotions in her way of playing, who can make you smile, cry ..

Also, and it was very important to me, we sought an actress who takes video games seriously. We met many actors, known and unknown, who have said or thought "ah, video games, that kid's thing, I'll do the minimum - sometimes without telling you - since it will be sufficient, it's just for games ". And we had to say no to very famous people, simply because we did not see things the same way. With Ellen, we contacted a very simple way: we sent her the script, a copy of Heavy Rain and a nice letter to her agent. And she responded by saying she loved the script, that she wanted to be part of it. At that stage, we did not talk about money, contract, nothing. Just tried to know if she was interested. And we met in Los Angeles, we talked only about the role, story, performance capture, about what we would expect from her, what emotions, etc.. And she accepted, again without money being discussed. She wanted to see where the project was headed to.

It was an extraordinary experience for the studio, especially for me because I had the opportunity to direct David Bowie on The Nomad Soul, to now work with someone like Ellen. It is extraordinary to have such talented people with you.

Heavy Rain revolved around the theme of father-son relationships, sacrifice... On what emotional threads, and what themes, will Beyond: Two Souls draw from?

It's a very different game from Heavy Rain, yet again with the goal of emotional immersion for the player. This is not a copy, where we use the same narrative tools, the same methods.With each game, we start with a blank page: technology, concepts, scenario. What interests me in this game is to tell the story of a person through fifteen years of his life and show how he grows, how he changes physically and psychologically. Try to show how what you live makes what you are, with good and bad times. I want the player to be with this character, living her life with her, and eventually know her by heart. You've been with this girl, you saw her when she was a kid, you know how it went by. I wanna give you the feeling that you know her, really.

Then, the game itself talks about different things: growing, changing, accepting who you are. But it also evokes death, which is an important theme because Jody has a link with a strange entity, a kind of spirit... The player will also be able to discover what can happen on the other side, what happens to us when we're dead. We wanted to do it in an original way, far from religions, and give other explanations.

You mentioned it earlier: has the way people look at video games, and more specifically your work, fundamentally changed with Heavy Rain? Can we talk about a breaking point in your career?

Concerning me and Quantic Dream, yes: Heavy Rain was a huge break. Beforehand, we were a studio among many others, trying to do something a little different. Sometimes it fell on a guy who had played ​​The Nomad Soul, or Fahrenheit, and we were super happy. Today, things have really changed, especially with support from Sony, who believed in us since day one, without constraints. When we went to them with Heavy Rain, a game based on the abduction of children, we knew it was not the kind of plot that publishers in general are fond of. Traditionally, they will rather ask you the number of guns, of cars, what you jump onto...

With Heavy Rain, the big change is that it has sold well. It's a commercial success, in addition to a huge critical success worldwide, which has enabled Sony - and us - to make money.Especially, we showed that there was a market for what we wanted to do, and it interested people. The huge change, for example here at gamescom is the amount of fans, people who follow us and tell us about their gaming experience. Those who cut their finger (you can mutilate yourself in Heavy Rain, ed), those who managed to save the kid, etc... It's a complete metamorphosis. It's also a great freedom with Sony, since we finally have the means to do what we want, without constraints. When I finished Heavy Rain, Sony did not come in asking me to make a sequel, but rather: "What do you want to do next?" And that changes everything to have a real partner. If you can have the creative freedom of an independent developer, and the means of a AAA studio, you're really lucky. Thank you to Sony, to the players, to the press which followed us massively.

But we can't rest on our laurels: Heavy Rain for me was a step in one direction, but it was not a culmination. Game after game, we want to keep moving, discover and improve.

In 2011, you said at a conference here in Cologne, that video games were held in a certain immaturity because of classification systems (PEGI, ESRB). Is the situation improving?

Censorship is a real problem. And personally I find it hard to admit. If you walk the aisles of gamescom, you see lots of games in which you can kill hundreds of people, blow up their heads, slit their throats, dismember, in short, anything you want. And it's ok. However, if you make a game where you try to have a different approach, with emotions of the characters who live difficult things, suddenly it becomes problematic. All that's related to sex, especially, it's unbelievable. Honestly, we do not do porn, we hardly show a female breast, a mildly sensual scene, but nothing you would not see in an ad for shampoo at 8:30 pm on French TV. Plus, the classification is not the same in all countries: in some of them it's a nightmare, and in others it's alright. We go from 12+ to 18+ depending on the territories. What is the logic in that? Why are there constraints that are completely different from films'? We are still very far from what we can allow in a mainstream film.

I have a very hard time with that, precisely because we try to work on games that cater more to adults. We try to do so seriously, putting them into context, giving it meaning... and having a censor who looks over your shoulder and refuses things, or requests that you change them, it gets annoying. We fight against it, even if it changes over time. A few years ago, before Heavy Rain, we had the famous Hot Coffee affair, where people went like crazy on the censorship. Ban this, ban that. Now many territories at least take the context into consideration: "Have you shown blood gratuitiously, or does that blood tell a story, does it makes sense for your plot?". So, I think it's a matter of time.

But it's also about the game industry becoming more adult, and to stop doing excessive things just just because you find them funny. Hot Coffee, no, it wasn't funny. It put a bunch of developers into trouble, they suddenly found themselves censored, because three morons had fun, all alone. It was ugly, it was stupid, tasteless, and it had a lot of repercussions in the whole industry. I think we need to stop shooting ourselves in the foot and try to grow up.

But in the case of Beyond, can this censorship hinder your work in one way or another?

When I write, I consistently refuse to censor myself. Never, never, never. I prefer to clash against censorship committees, and to defend my scene, rather than thinking that certain things won't pass and not write them at all. The second I do that means I'm no longer doing my job. You're no longer a creative, you're just a marketing guy. I'm not ashamed of any scene, I can explain them all and defend them with arguments. So no, no discomfort with Beyond, although some scenes are not easy to make pass. They touch sensitive and strong things. But it's my job to make them pass, I'm not here to write sentimental stories of soldiers who massacre aliens. It's OK, there are other games doing that. I'm obviously not the only designer to try to do different things, but this is how I see my role.

With Heavy Rain, the inspiration came from your personal experience as a father, among other things. Are all your productions drawn from your own life?

It tends to evolve. When I was a young writer -because, yes, I was once a young writer- I wrote a lot to do my version of this or that film, my version of that book. And then after a while I ended up wondering what I had to tell which would be my own. And you try to hear your own voice for the first time. In my case, it took some time: I feel that it's with Heavy Rain that I heard my voice as a writer. Not to say it's the most incredible story in the world, it's just one thing that touched me and I wanted to talk about. It corresponded closely to the time when I became a young father, where I had a son for the first time. This unique relationship I had with this child that you love without expecting anything in return, I wanted to talk about it.

So yes, we then made it in the context of an investigation, etc. But Heavy Rain really was my way of showing how far one can go for love. On Beyond, well, once you've heard your voice, you no longer want to talk about spaceships and zombies. You just want to continue exploring this path because it's something fascinating : to touch other people with personal things. No one goes back after that. On Beyond, I have, like many, lost someone in my family whom I was very close to. And death is a strange experience when it touches people you really like, and disappear overnight. Gone, nowhere. And this is something scary, this feeling of emptiness, final, of something definitive, brutal and hopeless. You fight an illness, you can fight to get a new job, you can fight against anything that may happen to you in life. But losing someone is final.

That's a strong emotion, a disturbing one, about which I wanted to talk with Beyond. I'm an atheist, I don't believe in God. But I think it's human nature to find a meaning to things, and I wanted to make sense of it even though in reality, it's probably not. That was the starting point of writing - then, it's a story with a girl, an entity, etc.But the origin of Beyond is personal, and rather intimate.

As such, has Heavy Rain been a learning experience on design, on how to tell things?

You know, there is no game that you complete and that you tell yourself that you did everything perfectly. Otherwise, you might as well stop your career and move on. We were dissatisfied, obviously. On Heavy Rain, it was an extraordinary experience for the team, because nobody believed it. We've learned a lot and with each game you start with a blank page. It's our purpose at Quantic Dream. Beyond will be different, at all levels. This is another approach to the way you play, we will review the interface, navigation... but there are things we can not go back to. Making another game where you have a button to shoot, one to run, one to jump, I can not do that. I do not feel like working on these games there, because I'm much more interested in what happens in your head, than by what you do with your thumbs.

I know it fascinates people, some are interested in their level of skill, precision, the sporting side of games. I want to create a journey that makes people feel things. Interactivity is the heart of it, because I did not want to make films. I am not a frustrated filmmaker, I had 10,000 opportunities to go make TV series or cinema in France and the United States, and I've never done it. It's video games that interests me. I believe in this medium, I think everything is yet to be invented, I don't want to do movies or 45-minute cutscenes. I want to do a game where your choices change the story, and we are working on how to do it. But interactivity is not the alpha and omega, there is also feeling. Sometimes I have interviews where the guys ask me which button must be pressed for such and such action. But how is this important? What the hell?! Seriously, which button you press to do this or that... What does matter is whether you have a gaming experience that is satisfactory overall, and where you feel like you've experienced strong things. Whether you press Cross or Square doesn't matter.

But to answer your question, yes we fully rework the gameplay, the GUI aspect and the famous QTE that were so shocking to some players. We want a better way to mix interactivity and narration. Beyond will hopefully progress compared to Heavy Rain, and I hope the next games will be even better.
Source: http://www.gamekult.com/actu/gamescom-itw-david-cage-on-ne-reviendra-plus-en-arriere-A103843.html
 
I haven't played Heavy Rain and only played the beginning of Indigo Prophecy/Fahrenheit (long before the story goes to shit), buy I appeciate what he's going for in games.

However, I don't appreciate how disparaging he is of more traditional games. His negative/pompous comments give people who don't like these kinds of games reason to feel threatened/insulted.
 
I think there's more than enough room in the market and different genres for his games. Bring them on I say. I enjoy them.
 
There's nothing wrong with making those games. If people buy them, and he can afford producing them, bring it on.
I do have an issue with his blanket statements.
 
I haven't played Heavy Rain and only played the beginning of Indigo Prophecy/Fahrenheit (long before the story goes to shit), buy I appeciate what he's going for in games.

However, I don't appreciate how disparaging he is of more traditional games. His negative/pompous comments give people who don't like these kinds of games reason to feel threatened/insulted.

This. Let your games do the talking.
 

UrbanRats

Member
I don't get this:
But it's also about the game industry becoming more adult, and to stop doing excessive things just just because you find them funny. Hot Coffee, no, it wasn't funny. It put a bunch of developers into trouble, they suddenly found themselves censored, because three morons had fun, all alone. It was ugly, it was stupid, tasteless, and it had a lot of repercussions in the whole industry. I think we need to stop shooting ourselves in the foot and try to grow up.
Who is he asking to grow up to? The developers or the censors?
 

Oppo

Member
Really interesting. Thanks for sharing.

I think it's strange that he would reference Cameron for performance capture; wasn't Naughty Dog doing it before then even?
 
I didn't like Heavy Rain [bad plot, characters, and some horrible gameplay and facial expressions], but still I'd say they provide an experience which is noticeable different than watching a movie.

To me, MGS4 was much more the work of 'a frustrated filmmaker' with all those boring cutscenes
 

ZoddGutts

Member
For people who say he's games aren't really games. Aren't he 's games just Adventure games (Kings Quest) but in 3D interactive open world form?
 

UrbanRats

Member
I think it's the developers. His point is that, even though censorship sucks, the developers themselves should grow up and stop doing offensive things just for mindless fun.

The devs. They thought they were being cute, but it backfired.

Edit: Beaten

What's so offensive about HotCoffee? You could have sex with your girlfriends, there was no rape or anything horrible you would expect from a GTA.

I find it very strange that people consider hot coffee in "bad taste" when the whole point of GTA is being a piece of shit psychopath, that was actually the most normal and positive thing you could do in that game, and it unleashed this huge backlash, go figure.

Really interesting. Thanks for sharing.

I think it's strange that he would reference Cameron for performance capture; wasn't Naughty Dog doing it before then even?
No, ND's facial expressions are animated by hand, they capture motion and voice at the same time, but the faces are done after by animators.
 

Dr.Acula

Banned
I don't appreciate how disparaging he is of more traditional games. His negative/pompous comments give people who don't like these kinds of games reason to feel threatened/insulted.

It's more like people dismiss him because he makes "games," and not films or books, or "adult" things. His comments are more that games are not limited to simple ideas, that games are just as unlimited in their ability to tell a story or convey emotion as any other medium.

His point is that "traditional games" are not the default sphere for games, and that people should stop thinking that it's all Mario and Call of Duty.
 

Lijik

Member
What's so offensive about HotCoffee? You could have sex with your girlfriends, there was no rape or anything horrible you would expect from a GTA.

I find it very strange that people consider hot coffee in "bad taste" when the whole point of GTA is being a piece of shit psychopath, that was actually the most normal and positive thing you could do in that game, and it unleashed this huge backlash, go figure.

Seriously. I remember at the time of the controversy, there was a webcomic strip that I think wound up getting published in EGM where the first three panels were a series of escalating scenarios of some the heinous stuff you could get up to in GTA:SA all with "A-Okay!" and a big check mark or smiley face under them. Then the last panel was "Have casual sex with your girlfriend" and that had a big "NOT OKAY".

Probably doesn't play well in text form, but I thought it was hilarious and summed up the entire "controversy"
 

dr.yosh

Neo Member
He repeats that he is NOT a frustrated movie director, constantly. In the movie business, no one cares about you David, you have to accept that!
 

Lime

Member
Disregarding the contentious quality of Heavy Rain and how well/bad it achieved its storytelling ambitions, this quote makes me happy about gaming's consumers and Sony as a publisher with the proper priorities:

With Heavy Rain, the big change is that it has sold well. It's a commercial success, in addition to a huge critical success worldwide, which has enabled Sony - and us - to make money.Especially, we showed that there was a market for what we wanted to do, and it interested people. The huge change, for example here at gamescom is the amount of fans, people who follow us and tell us about their gaming experience. Those who cut their finger (you can mutilate yourself in Heavy Rain, ed), those who managed to save the kid, etc... It's a complete metamorphosis. It's also a great freedom with Sony, since we finally have the means to do what we want, without constraints. When I finished Heavy Rain, Sony did not come in asking me to make a sequel, but rather: "What do you want to do next?" And that changes everything to have a real partner. If you can have the creative freedom of an independent developer, and the means of a AAA studio, you're really lucky. Thank you to Sony, to the players, to the press which followed us massively.
 
He repeats that he is NOT a frustrated movie director, constantly.

This interview is the first time I read him saying it. Can you please share where else have he said that?

I find that quote hilarious, because it's like he's replying to all those forum posts over the years. I, for one, enjoyed both Indigo Prophecy and Heavy Rain.
 

dr.yosh

Neo Member
This interview is the first time I read him saying it. Can you please share where else have he said that?

I find that quote hilarious, because it's like he's replying to all those forum posts over the years. I, for one, enjoyed both Indigo Prophecy and Heavy Rain.

I intervewed him at comicon and he specified that immediately. He is a talented pioneer that succeed where movie maestro failed (woo, spielberg), creating a truly emotionally deep experiences. I can't understand why he feels that way
 
There's something about David Cage that makes it hard to take him seriously. Like I have this vision he's his own #1 fan, and I see him sitting on a couch playing through Heavy Rain and it being such an emotional experience for him even though he made it and should know what's going to happen. And he's played and gone through it like 100 times.

I always think that when I read interviews with him and it amuses me
 

Withnail

Member
Heavy Rain was not without problems but I'm glad Cage is making games and trying to do something different. I'm looking forward to seeing how his next game turns out.
 
Please feel free to correct my translation if necessary.


Source: http://www.gamekult.com/actu/gamescom-itw-david-cage-on-ne-reviendra-plus-en-arriere-A103843.html

You know, there is no game that you complete and that you tell yourself that you did everything perfectly. Otherwise, you might as well stop your career and move on. We were dissatisfied, obviously. On Heavy Rain, it was an extraordinary experience for the team, because nobody believed it. We've learned a lot and with each game you start with a blank page. It's our purpose at Quantic Dream. Beyond will be different, at all levels. This is another approach to the way you play, we will review the interface, navigation... but there are things we can not go back to. Making another game where you have a button to shoot, one to run, one to jump, I can not do that. I do not feel like working on these games there, because I'm much more interested in what happens in your head, than by what you do with your thumbs.

I know it fascinates people, some are interested in their level of skill, precision, the sporting side of games. I want to create a journey that makes people feel things. Interactivity is the heart of it, because I did not want to make films. I am not a frustrated filmmaker, I had 10,000 opportunities to go make TV series or cinema in France and the United States, and I've never done it. It's video games that interests me. I believe in this medium, I think everything is yet to be invented, I don't want to do movies or 45-minute cutscenes. I want to do a game where your choices change the story, and we are working on how to do it. But interactivity is not the alpha and omega, there is also feeling. Sometimes I have interviews where the guys ask me which button must be pressed for such and such action. But how is this important? What the hell?! Seriously, which button you press to do this or that... What does matters is whether you have a gaming experience that is satisfactory overall, and where you feel like you've experienced strong things. Whether you press Cross or Square doesn't matter.

But to answer your question, yes we fully rework the gameplay, the GUI aspect and the famous QTE that were so shocking to some players. We want a better way to mix interactivity and narration. Beyond will hopefully progress compared to Heavy Rain, and I hope the next games will be even better.

Kojima smackdown!

Great interview, don't know many games other than Fallout 3 (more of a montage) that follow a character from young age to adulthood. Do the Earthbound games do this?

I'm glad that Sony gives their developers such freedom instead of milking for sequels.
 

RM8

Member
However, I don't appreciate how disparaging he is of more traditional games. His negative/pompous comments give people who don't like these kinds of games reason to feel threatened/insulted.
Agree. And as someone who didn't enjoy Heavy Rain, it's just even sillier for me that this guy believes his games are what all games should aim for.
 

Oppo

Member
Where the hell are you guys getting this idea that he is disparaging "traditional" games? He didn't say that at all.

He says that once he decided to work on more personal, emotional interactive stories that he could not see himself "going back" to that style of game design. That's all.

I'm glad as hell he's in the position he enjoys. Even if he's not always entirely successful. Cage absolutely pushes the medium in new directions.
 
Where the hell are you guys getting this idea that he is disparaging "traditional" games? He didn't say that at all.

He didn't do it in this interview, but in other interviews he basically called older games and arcade style games "lesser games" compared to his high-art masterpieces.

However, I don't appreciate how disparaging he is of more traditional games. His negative/pompous comments give people who don't like these kinds of games reason to feel threatened/insulted.

It's especially insulting considering how poorly his games play. If he bothered to learn from traditional games he couldn't help but improve. As it is, he's just making awful cringe worthy "movies" in video game form with nonsensical QTEs or Simon Says gameplay.

He's arguably the least talented person in the industry. That goes for both movies and gaming.
 
Where the hell are you guys getting this idea that he is disparaging "traditional" games? He didn't say that at all.

He says that once he decided to work on more personal, emotional interactive stories that he could not see himself "going back" to that style of game design. That's all.

I'm glad as hell he's in the position he enjoys. Even if he's not always entirely successful. Cage absolutely pushes the medium in new directions.

He's said stuff like that before. His more dickish quotes shouldn't be too hard to scrounge up.

I agree with the points he's trying to make but not with how he makes them. It's the same problem I have with David Jaffe who comes across as an asshole (one of his blog posts he says people who believes games can be art are just insecure about their hobby).
 

iceatcs

Junior Member
What's so offensive about HotCoffee? You could have sex with your girlfriends, there was no rape or anything horrible you would expect from a GTA.

I find it very strange that people consider hot coffee in "bad taste" when the whole point of GTA is being a piece of shit psychopath, that was actually the most normal and positive thing you could do in that game, and it unleashed this huge backlash, go figure.

I suspect 'HotCoffee' got massive attention because it failed show the video game classification first place. They got troubled with it.
 

Oppo

Member
He didn't do it in this interview, but in other interviews he basically called older games and arcade style games "lesser games" compared to his high-art masterpieces.

...
He's arguably the least talented person in the industry. That goes for both movies and gaming.

You sound like you're just grinding some axe with that hyperbole. I mean really. Just ignore all the critical praise? Heavy Rain was not exactly badly received. You're entitled to your opinion of course but you are in a minority I think.
 

UrbanRats

Member
I suspect 'HotCoffee' got massive attention because it failed show the video game classification first place. They got troubled with it.

Well since it wasn't accessible in the game (the games got hacked) it shouldn't have been considered for classification, i guess.
Still a sproportionate uproar, imo, considering that GTA is 18+ anyhow.
 
You sound like you're just grinding some axe with that hyperbole. I mean really. Just ignore all the critical praise? Heavy Rain was not exactly badly received. You're entitled to your opinion of course but you are in a minority I think.

Play the Jason scene.

Then go watch a really, really shitty movie like The Room. Now find a scene worse than the Jason scene.

I'll wait... =)

In film, he really would be one of the worst ever, if not the worst.

He really is that bad.
------------------------------------------------------------
As far as the critical praise, I can't say I'm a big fan of video game reviews and journalism, and I'll leave it at that. =P
 

DocSeuss

Member
I intervewed him at comicon and he specified that immediately. He is a talented pioneer that succeed where movie maestro failed (woo, spielberg), creating a truly emotionally deep experiences. I can't understand why he feels that way

Talented and pioneer don't really hit me when I think of David Cage. Bad voice acting, terribly muddled scripts, and games that are little more than QTEs... are... just that.

Honestly, he's not pushing the medium forward, he's got no talent, and he's not a pioneer. His experiences aren't emotional, unless that emotion is "did I really waste my time with that shit?" or "haha, this is terrible."

It feels like a lot of people are ranking his games highly not because they're actually good, but because people invested time in them, and once you've invested time in something, it becomes a lot harder to admit that it might actually be bad.

I remember people being like "oh wow, Heavy Rain's so awesome; did you like that symbolism with a red balloon? So genius!" Sure, it was genius when Fritz Lang did it in M, back in 1931, but imitating Fritz Lang isn't exactly genius. If anything, it would show you're a guy who took a class in film once.

Cage isn't talented. He has... unique tastes, and that appeals to some people, but a lot of poor quality stuff appeals to people. Just making a game that explores an unusual setting doesn't make for a great game, any more than a game with an innovative mechanic is a game with a good innovative mechanic. Being unique doesn't equal being good, and David Cage doesn't make good games. :\

GTA, while I'm not a fan, is infinitely more interesting than anything Cage has ever done, because, while Cage has this really odd idea of what games can be (interactive movies?), GTA's actually out there trying to simulate an actual world. Honestly, the games that show what the medium can really be are, and always have been, the Day Z's, the Thief's, the System Shocks, the STALKERs, the Far Cry 2s, and all the other immersive sims.

The power of gaming is the power to create a living, virtual world and let people experience lives inside of it.
 

Neiteio

Member
Talented and pioneer don't really hit me when I think of David Cage. Bad voice acting, terribly muddled scripts, and games that are little more than QTEs... are... just that.

Honestly, he's not pushing the medium forward, he's got no talent, and he's not a pioneer. His experiences aren't emotional, unless that emotion is "did I really waste my time with that shit?" or "haha, this is terrible."

It feels like a lot of people are ranking his games highly not because they're actually good, but because people invested time in them, and once you've invested time in something, it becomes a lot harder to admit that it might actually be bad.
Many people invested time in Heavy Rain because they liked it. I personally was riveted; it was quite possibly the only game that ever made me stand up while playing. And I usually gravitate toward purely "gamey" games like Vanquish, Mario, Bulletstorm, etc, or highly competitive titles like Smash Bros. Heavy Rain drew me in because it presented scene after richly detailed scene in which I could immerse myself in the moment, listening to my character's thoughts as I explored my surroundings or performed actions as subtle as drinking orange juice, which helped to capture the small moments. And then when the intricately choreographed action scenes broke out, the branching paths and risk of permadeath made me forget I was performing QTEs, especially since they were so organically matched to the actions onscreen (I.E. alternating triggers to plod one foot at a time up a rain-slick hill, or holding one button and then another to brace Ethan before he chops off his own finger). The game was incredibly intense, and had me guessing to the end. I had never played anything like HR before and haven't played anything like it since, so I'm down for another Cage game.

I remember people being like "oh wow, Heavy Rain's so awesome; did you like that symbolism with a red balloon? So genius!" Sure, it was genius when Fritz Lang did it in M, back in 1931, but imitating Fritz Lang isn't exactly genius. If anything, it would show you're a guy who took a class in film once.
What most people found compelling was the sheer intensity of various scenes like the finger-cutting, car escape, etc, and immersive touches like the on-the-fly thoughts. Your anecdotal recounting of someone somewhere finding "brilliance" in the balloon is proof of nothing. And really, if anything, Cage might've just been paying tribute to a film he liked, rather than trying to emulate the meaning.

Cage isn't talented. He has... unique tastes, and that appeals to some people, but a lot of poor quality stuff appeals to people. Just making a game that explores an unusual setting doesn't make for a great game, any more than a game with an innovative mechanic is a game with a good innovative mechanic. Being unique doesn't equal being good, and David Cage doesn't make good games. :\
Heavy Rain was amazing. You didn't like it. And this proves only that you didn't like it.

GTA, while I'm not a fan, is infinitely more interesting than anything Cage has ever done, because, while Cage has this really odd idea of what games can be (interactive movies?), GTA's actually out there trying to simulate an actual world. Honestly, the games that show what the medium can really be are, and always have been, the Day Z's, the Thief's, the System Shocks, the STALKERs, the Far Cry 2s, and all the other immersive sims.

The power of gaming is the power to create a living, virtual world and let people experience lives inside of it.
The power of gaming is how you can elicit many different feelings with many different forms of interaction. Not everything needs to be a sandbox sim or first-person shooter or more specifically, given your examples, a Deus Ex-clone. Whether you personally like his work or not, people like Cage who are willing to experiment and create something different make this field infinitely more interesting. His goal was simply to create feelings in the player -- by his own admission he's not the greatest writer -- and he succeeded in creating the desired feelings for many players. The feelings were stronger because of the branching narrative, the perma-death, the immersive touches like on-the-fly observations. It worked because it was interactive in the unique way it was, where the controls allowed for both action-y actions (fist-fights, shootouts, etc) and subtle ones (embracing a lover, playing with a child, etc). There are many stories that can be told with this model, and frankly I hope it becomes a genre unto itself.
 
Do people not play adventure games?

I'm guessing his haters never liked the Walking Dead game too, since that's heavily inspired by and plays like Heavy Rain.
 
Do people not play adventure games?

I'm guessing his haters never liked the Walking Dead game too, since that's heavily inspired by and plays like Heavy Rain.

I think the reason that the "haters" can like the Walking Dead whilst despising Heavy Rain is because the Walking Dead is not made by somebody who has no discernible ability in writing, structuring and directing games.

The technology Quantic develop is amazing, there's no doubt that some hugely talented people work there. However it's all squandered on Cage who won't relinquish creative control despite being unable to write one comprehensive narrative over the last decade in spite of the studio only making games with a heavy focus on narrative.
 
I like Cage. He's trying a few new things here and there, which is no bad thing. He's really passionate about it too and has the support of a publisher who is known for taking a few risks.

I like the premise of Beyond more than I liked the premise of Heavy Rain and the improvements to the graphics engine and the voice acting will no doubt make the game a bit more immersive for me.
 
I think the reason that the "haters" can like the Walking Dead whilst despising Heavy Rain is because the Walking Dead is not made by somebody who has no discernible ability in writing, structuring and directing games.

The technology Quantic develop is amazing, there's no doubt that some hugely talented people work there. However it's all squandered on Cage who won't relinquish creative control despite being unable to write one comprehensive narrative over the last decade in spite of the studio only making games with a heavy focus on narrative.

I'm talking about the design of the game, Walking Dead at a glance is pretty much Heavy Rain down to its QTEs and consequence system. Yes, Walking Dead may be better written and performed in the story department. However, I doubt that's the argument haters are going with and rather that the game's just an interactive movie full of QTEs which could easily be leveled at Walking Dead.

Just seems a bit hypocritical.
 

Ricky_R

Member
It feels like a lot of people are ranking his games highly not because they're actually good, but because people invested time in them, and once you've invested time in something, it becomes a lot harder to admit that it might actually be bad.

I guess everything I've seen, done or eaten has been bad since I have invested time in all. Hell, my whole life has been bad.
 

Boney

Banned
it's funny he's bitching about a sex mini game in san andreas when indigo prophecy also has a sex minigame
 

RM8

Member
I understand and respect people like his games, and unlike him I think there's room for all kind of games, but man, everything about his games and his attitude really rub me the wrong way. And then he looks and sounds like he wants to cry.
 
I'm talking about the design of the game, Walking Dead at a glance is pretty much Heavy Rain down to its QTEs and consequence system. Yes, Walking Dead may be better written and performed in the story department. However, I doubt that's the argument haters are going with and rather that the game's just an interactive movie full of QTEs which could easily be leveled at Walking Dead.

Just seems a bit hypocritical.

If that's the care then why would you assume those people like the Walking Dead?

On the topics of hypocrites however Cage dismisses the gratuitous elements of other games when the people who derive any fun from his own titles do so due to the gratuity. People are willing to ignore how nonsensical the set-up is when they're doing a QTE where a man has to cut off his own finger because of the horrific sounds and visuals, along the exploitation of the simple father/son relationship all make the scene so intense. A relationship that's only significant due to the death of a child in the opening scene but let's ignore how convoluted that death was be oh my God a child just died. People ignore the fact that a female character exists for no reason other than to show skin because of how heart-pounding it is when they have to press the right buttons or she'll be raped/killed by a group of men. People are even fine with a cop shooting an innocent man only to face no consequences because they go through the shock of shooting an innocent man.

Cage doesn't produce mature content. His titles are a series of moments that key into peoples basic emotions because of the harrowing events taking course on screen and the small amount of interaction the player has. When looked at on anything more than that levels it has no substance in narrative and no substance in game-play mechanics, it's an approach that exploits players in ways that no other games do. The way he rambles on about the industry needing to produce more mature content with less gratuity irks me when I can easily imagine that Heavy Rain was brainstormed by coming up with some of the most gratuitous/exploitative scenes they could imagine and then struggling to piece them together with a flimsy plot.
 
I'm sorry, but I simply cannot fathom how people consider Heavy Rain anything but poop. I spent most the game giggling at all the stupid shit. It's like all the character are in on some joke that I'm not. Seriously people, it's 'the Room'-quality writing
Don't get me started on the tedious extended QTEs and 'adventure game for dummies' sections.
 
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