• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

New trailer for Beyond: Two Souls - PS3's swan song?

omonimo

Banned
What they do is not extraordinary, they make awesome looking characters and concentrate on them so that you don't notice the environments that are far less detailed (some of the textures are just gross). They made some really good compromises for the type of game beyond is though.

I imagine you have personally developed a ps3 game with better graphic to say that. Jeez how much hate this kinda of post, really. 'It's just trick' or so on, so why the others developers not use this holy trick for the sake of the graphic, no one will complain if a lot of more ps3 games would have the same graphic for those 'tricks'. In any case, it suffer of tons of tearing, I imagine they have extremely pushed the ps3 hardware to the limits, so it's not exactly matter to be only smarter with good tricks.
 

Persona86

Banned
Ellen page singing Lost Cause from Beck was a surprise for me. Kinda worked also. The game seems to fix some of the problems HR has, it definately has more "gameplay" (they cut alot of stuff in the 35 gameplay trailer). Looking forward to it!

Yeah like at the beginning when she started walking around, she could have interacted with all the homeless people, but instead she went straight for the suicide lol. Can't wait to see what I do in that part.
 
Yeah like at the beginning when she started walking around, she could have interacted with all the homeless people, but instead she went straight for the suicide lol. Can't wait to see what I do in that part.

I noticed she gets propositioned by the alley as well lol
Yeah in the gameplay the player skips all of the optional stuff (the completionist in me was twitching at all the stuff they weren't interacting with) but for the sake of the video I can see why they did it.
 

Persona86

Banned
I noticed she gets propositioned by the alley as well lol
Yeah in the gameplay the player skips all of the optional stuff (the completionist in me was twitching at all the stuff they weren't interacting with) but for the sake of the video I can see why they did it.

Yeah lol, I thought the guy was going to attack her.

It's interesting because in the gameplay video it just didn't look like they all had enough bonding time for all that "emotion", but when we play we can do all the extra interactions to make it seem more natural. David Cage did say that we are the directors in this game. ;)
 

AniHawk

Member
Yeah, no. A good design must be both attractive from aesthetic POV but also functional. A designer who doesn't have an artistic ability will be left behind OR would not have that competitive edge when it comes to pitching projects to clients. And a design piece is an art. Your definition of art, however, seems to be as rigid as your definition of a video game. An art can be as complicated as a picaso painting or as simple yet functional as a great website design.

well, a good design must be functional first, otherwise it fails. aesthetics and attractiveness can play into it, but they're secondary features meant for embellishment. and i do mean embellishment- they're there to make the design more pleasing to the eye, but it has to be functional first.

a good concept can be the driving force behind all the aesthetic choices in a creative design. once you get a good idea, everything else should fall into place: what colors you need to use, where the art should be put, but it's all constructed logically. there's another school of thought where formal elements come in first, and these tend to have rule sets in place for how artistic elements interact with each other, and that a concept can come in later. i've always been a fan of the conceptual side, where you can forgive some weaker aesthetic elements as long as the idea is really strong. i think uncharted 2 would be a good example of a game that follows a formal design structure, where 999 is much more on the conceptual side.

i won't get too further into the design/art split, and it is accurate to say i do feel there is a split, but it is more or less a categorical thing, and not some insult towards one field or another.

*cringe* This is a really messy and awful comparison. Personally, I don't even know what you're trying to communicate. Which suggest to me, you're awful at both design and art and know nothing about it but trying to sound like you do.

my point was this:

shopping-bag-ads-magicbag.jpg


is much more visually-arresting, and communicates the idea much more immediately than something like this:

@STORE-BAG.jpg

(this art can really be anything, even some sort of high fantasy map, but it doesn't play with the bag as a whole, which was my point)

and if you can't see the difference, i don't know what more i can say.

LOLOLOL. It's a good thing you don't make decisions for the rest of the industry because video game industry would have been boring. If it were up to you, everyone will produce exactly the same thing under your guideline of what is video game and what isn't. What is acceptable narrative and what isn't.

if it was up to me, designers would be challenging themselves a lot more than they do now. i want to see different ideas take hold. the walking dead could have been pushed so much further than it was, and so could have heavy rain. that's why i give 999 its praise, because it was made with the story as part of the design. it's why i think uncharted 2 incorporated its story pretty well (even though it was more of a refinement than anything else- it was still a damn good refinement).

And it's amusing how you blame Cage when other designers decide to imitate him. Why don't you blame those who copy him? It's like the concept of "everyone is responsible for his/her own action" just doesn't register in your brain. And here's a new concept too: you don't like a game? Don't buy it. Speak with your wallet. But obviously that didn't work because there are market for this kind of game. So now you're bitter and trying to sound like you must save the video game industry from its worse-than-death fate.

i do blame them. i was pretty disappointed with the way telltale handled the walking dead, and partially because i have enjoyed games from them before. the decision to gut most of the more classic point-and-click adventure type of gameplay while also not doing anything to make your choices truly meaningful was supremely disappointing, and all of that is on the design side of things.

OR you can ignore the Big Bang Theory like any other person who don't like it. I don't get that show either. But hey, more fun for those who like it. Why is everything must run according to what you like or you don't like?

well the big bang theory airs or aired (i can't remember anymore) the same time as community, which meant less viewers for the show, and less likelihood of it being renewed each season.
 

Replicant

Member
well, a good design must be functional first, otherwise it fails. aesthetics and attractiveness can play into it, but they're secondary features meant for embellishment. and i do mean embellishment- they're there to make the design more pleasing to the eye, but it has to be functional first.

Not necessarily. Depending on the intention of the design/art, a design piece can be tailored to be more attractive, so that it'd attract people or to be functional and easy to use or both. A jewellery, for example, is a piece of design that is only meant to be attractive. Its function is pretty similar so it doesn't get as much attention from functional POV. A website, is a piece of design that is more important to be functional than attractive but can also be both if the resources can accommodate such need.

a good concept can be the driving force behind all the aesthetic choices in a creative design. once you get a good idea, everything else should fall into place: what colors you need to use, where the art should be put, but it's all constructed logically. there's another school of thought where formal elements come in first, and these tend to have rule sets in place for how artistic elements interact with each other, and that a concept can come in later. i've always been a fan of the conceptual side, where you can forgive some weaker aesthetic elements as long as the idea is really strong. i think uncharted 2 would be a good example of a game that follows a formal design structure, where 999 is much more on the conceptual side.

That is all nice in theory but in practice a design doesn't always start with a structure. It often starts with a piece of music, then it develops into a drawing, etc. You are trying to constrain design into what you consider acceptable for you but it's not always the case. Not everything needs to be logical.

my point was this:

shopping-bag-ads-magicbag.jpg


is much more visually-arresting, and communicates the idea much more immediately than something like this:

@STORE-BAG.jpg

(this art can really be anything, even some sort of high fantasy map, but it doesn't play with the bag as a whole, which was my point)

and if you can't see the difference, i don't know what more i can say.

And I still don't see your point. Both bags are still functional as bags (aka things that people use to carry stuff). The 2nd one may not be as fancy as the 1st but it's still functional as a bag. To me, there is a place for both bags in the market. Whereas I get the impression that you were trying to use the bags as a metaphor for how one is more desirable than the other OR that there is only a place for one of them, which is not true.

if it was up to me, designers would be challenging themselves a lot more than they do now. i want to see different ideas take hold. the walking dead could have been pushed so much further than it was, and so could have heavy rain. that's why i give 999 its praise, because it was made with the story as part of the design. it's why i think uncharted 2 incorporated its story pretty well (even though it was more of a refinement than anything else- it was still a damn good refinement).

Why don't you leave the designers to do what they want to do? This is what I'm so sick of these days: people who are not designers trying to tell designers what they should or should not be doing. If you want to be a designer, then be one but stop trying to tell the real designers what they can or can't do. I've seen cases where people tell me what to do but then they are horrified by the result they demanded. And all I can say is "Well, maybe next time you'll trust the designer, who actually gets paid because they know this stuff?" If you really think you are *that good* as a designer, then be one and show others how you can do better than them. But until then, let them do whatever they want to do.

well the big bang theory airs or aired (i can't remember anymore) the same time as community, which meant less viewers for the show, and less likelihood of it being renewed each season.

Well, here's the thing: life IS unfair. Yes, it sucks if Community got canceled but that's how things work. The mass audience are likely more interested in what Big Bang Theory is selling. But it also implies that there must be something about BBT that appeals to these people. Just because it doesn't appeal to you or me doesn't make it any less interesting for those people. You are going to be very disappointed if you want life to work exactly how you want it to be because it's not going to be.

When you're shitting on BBT, all you do as a fan of Community is building up resentment from fans of BBT, who could potentially be fans of Community as well. BUT because your attitude is such a turn-off, they'll probably think "Well, fuck that. I hope that favorite show of yours die a quick death". If you can't respect other people's taste and choices, then don't expect others to respect yours. Let alone expect them to back up your choices.
 
I noticed she gets propositioned by the alley as well lol
Yeah in the gameplay the player skips all of the optional stuff (the completionist in me was twitching at all the stuff they weren't interacting with) but for the sake of the video I can see why they did it.
Yeah. I bet you can get almost one hour out of that scene if you do everything. Journalists mentioned that they saw the same scene recently behind closed doors and it took 45 minutes there. I play even slower probably.



The fact that Quantic Dream, with their technical know-how, are stuck with that guy as a writer is a total shame.
He just hired a new writer for his PS4 project. He wants to hire even more in the future. So you can expect improvements in that department as well in the coming years.
 
Looks like a great interactive movie (so good news and bad news at the same time for me).
I just hope the story is better than Heavy Rain, the main plot was good but the execution and the last chapters were more than disappointing.

I'll buy it just because they need to have some support for trying something really different and I'm very curious about it.
I personally just think that some games already have the quality of great movies and the need to get close to movies to prove this point may not be the best thing to do. If they just try to make something different like I think they are then no need to compare to movies or games, it's just a new whole genre.
 

badyu17

Member
I think this 35 minute presentation is not doing any justice to the game for regular gamers. Tribeca is a film festival and this footage is very possibly purposefully shortened and edited to cater to the Tribeca crowd and not necessarily to the gamers who played Heavy Rain and Indigo Prophecy.

If you notice, the first thing in the footage after Jody's first conversation with Stan is that she went to the edge of the bridge and tried to jump, but if you look before that, she can obviously explore around and interact with stuff marked with white dot. She can talk with the pregnant girl on the left side, there is another guy in front. So even if limited you still have enough interaction to play how you want. You can probably chose not to talk to the guy on street, maybe not even play guitar after that.

So sure, it's great to see new footage but majority of people here will watch this and assume that there is almost no interaction and that it's all one very long cut-scene with few button presses which is obviously wrong. There is no interaction because they skipped gaming moments to focus solely on drama moments.

Trailer also showed some really interesting stuff

Just after snow costume in the trailer, she is briefly shown with one other prisoner being interrogated by Chinese or Korean looking military officer and some other guy with tattoos.

It seems they used her as a weapon in the army and that she ran away from everything to end up on a street with Stan and others, got in a trouble with punks with a camera who nearly killed her and the scene with the sheriff in the office that was first shown at E3 is possibly just after the events of this demo because you can clearly see scar on the left side of her head where she was hit in this demo.

All in all can't wait for this game/interactive movie/choose you own adventure/dragon's lair whatever you want to call it. I just know that I will play it day one because I like what I see.
 

Persona86

Banned
Where is this gif from?

Her name is Park Ji Yeon, it's from one of her Korean TV shows, I think "Dream High 2"

ALL here GIFS are amazing, her face expressions are priceless. :D

tumblr_mlx4rxtv9I1rdeamlo1_500.gif


172C01124C42DD2D20302F


tumblr_m0n0jmcLdW1qb32v2o1_250.gif


tumblr_m6qq0gKHMs1qcdac2o1_500.gif


jiyeon.gif


tumblr_lzzsji72R11rn7riko1_250.gif


tumblr_mk9pwpE74C1rkcz54o1_250.gif


jiyeon+%281%29.gif


park_ji_yeon.gif


Jiyeon+T-ara+Dream+High+2+GIF+%25283%2529.gif


tumblr_mgohp7o33P1s26ngdo1_250.gif


tumblr_maxqx1Fo2W1rojar4o1_250.gif



Sorry for the off topic post guys! I got carried away lol.
Umm yeah can't wait for Beyond: Two Souls, Day 1!
 

Persona86

Banned
Just after snow costume in the trailer, she is briefly shown with one other prisoner being interrogated by Chinese or Korean looking military officer and some other guy with tattoos.

Yeah that's a South Korean Uniform, interesting, how the hell does she end up getting interrogated by them? lol, this gonna be crazy good.
 

Perkel

Banned
Yeah that's a South Korean Uniform, interesting, how the hell does she end up getting interrogated by them? lol, this gonna be crazy good.

That is going to be David Cage story so anything (literally) is possible.

I just hope it won't end up like Fahrenheit where first part of the game is downright amazing but because of superhuman things second part is mostly shitty.

And lol at "QTE shit" people. QTE in HEavy rain or in Fahrenheit are vastly different to you press to awesome QTE in most of games. QTE in both games are simply ui element in which people can interact with world. Simple hint. If you do not like games like that simply do not play them it is simple as that.

Also most of people commenting on story are the same people who think that there are games that have good story where in fact you can count them on your two hands where 99.99% rest are mediacore at best (because how gameplay must be tied to story and what this mean for story)

Both heavy rain and fahrenheit had plot holes and fuckups but at the same time they had moments of pure awesomeness like cutting your finger in Heavy Rain or death of Nataniel or bar murder case in Fahrenheir or detective work in it as well.
 

Persona86

Banned
I just hope it won't end up like Fahrenheit where first part of the game is downright amazing but because of superhuman things second part is mostly shitty.
Yeah I got a bit worried when she was fighting those evil kids in the gameplay video.
But it looks like this story will have a bit more balance, and the supernatural elements are a little more in the background and the focus seems to be on character development.

P.S The detective parts in Fahrenheit is part of the reason I got so excited for LA Noire, unfortunately La Noire was pretty boring to me, it had so much potential but the world felt empty. (also after reading articles about the work environment, that put me off too.)
 

Putty

Member
I watched 6 mins of the 35 min clip, i was already sold before but man, looks sooo good! It looks 99.9% more interesting than anything else out there, and such an achievement on the PS3. All i can think if there was a PS4 version, they'd just do the basics which i think would be good enough. Higher screen rez, AA, AF, frame rate, shadows and hopefully they'd have high res textures with which they then down rez'd for PS3.
 
That is going to be David Cage story so anything (literally) is possible.

I just hope it won't end up like Fahrenheit where first part of the game is downright amazing but because of superhuman things second part is mostly shitty.
That is what I love about Cage. He always surprises me with the scenes and most of the time in a good way.

BTW he already mentioned that the supernatural elements are mostly in the background and the story itself is grounded in reality most of the time. I also doubt it will go much more crazy then Aiden itself. So we are exposed to it right at the beginning and it doesn't slowly creep its way in like in Fahrenheit.

That being said, I hope there isn't too much sci-fi either. Because what on earth is that thing lol



TheLaughingStock said:
I was referring to the character models end result but I don't agree. To me, the specular and geometry aliasing is more of an issue here along with pixel popping.
Well Quantic Dream has a lot more characters to create than ND. They need 3D scanners etc. to manage all that in time. ND can put a lot more time into a smaller cast and can make sure that everything looks good. Also while the faces look amazing and a bit better than Beyond IMO in pre-rendered cutscenes, they don't look as good during gameplay. Beyond is better when it comes to realtime rendering IMO.

When it comes to IQ, both are roughly on par IMO. TLOU has some very ugly looking places too in terms of IQ.
 
I recently bought Heavy Rain directors cut from GS. Depending on how I feel about that game, I may get this one. The only narrative game I've played (still playing) is The Walking Dead and I'm enjoying it. I'm sure I'll enjoy Heavy Rain and Beyond: Two Souls
 

The Lamp

Member
I can't wait to enjoy the shit out of this game and meanwhile imagine the salty HRRRGGHHH DAVID CAGE GAMES NOOOOOOOO STOP RUINING VIDEO GAMES people writhing in their seats. It'll be glorious.
 
Looks excellent and they say it's about a 10 hour game. My main concern is how much actual player input will be involved or will it be a linear path with bits and pieces of taking control of actually playing only once in awhile?

David Cage often walks a thin line between what we consider real games and artistic storytelling with controller support.
 
I recently bought Heavy Rain directors cut from GS. Depending on how I feel about that game, I may get this one. The only narrative game I've played (still playing) is The Walking Dead and I'm enjoying it. I'm sure I'll enjoy Heavy Rain and Beyond: Two Souls
Keep in mind that Heavy Rain has a very slow beginning. Expect not much action for the first 30-60 minutes. Immerse yourself in the world and just go on. It will get very intense in the second half.



I can't decide whether or not to watch this or maintain my blackout. So tempting...
Hard decision man.
There are not many story spoilers, but major location spoilers. If you go fresh in this it will definitely surprise you more when some of these locations come.
On the other hand it's definitely the best trailer they released for the game BY FAR. It is so good, I watched it at least 20 times now with max volume lol

On par with the TLOU trailer for me. Pretty hyped now.



Louis Cyphre said:
Looks excellent and they say it's about a 10 hour game. My main concern is how much actual player input will be involved or will it be a linear path with bits and pieces of taking control of actually playing only once in awhile?

David Cage often walks a thin line between what we consider real games and artistic storytelling with controller support.
Depending on your choices 10-12 hours apparently. Did you play Heavy Rain? You are in control pretty much the entire time. You can freely walk around like in a 3rd person adventure, interact with your environment and use Aiden (the ghost) to solve puzzles in a completely player controlled first person mode. When you interact with the world, you press a button and then you watch the reaction (what haters call small cutscenes) on the screen.
 
mind blown by were the story will take us.

I consider myself spoiled a bit too much.

Too bad mocap in VG are always so bad about arms...
 
Keep in mind that Heavy Rain has a very slow beginning. Expect not much action for the first 30-60 minutes. Immerse yourself in the world and just go on. It will get very intense in the second half.

Depending on your choices 10-12 hours apparently. Did you play Heavy Rain? You are in control pretty much the entire time. You can freely walk around like a 3rd person adventure, interact with your environment and use Aiden (the ghost) to solve puzzles in a completely player controlled first person mode. When you interact with the world, you press a button and then you watch the reaction (what haters call small cutscenes) on the screen.

I played the demo but didn't really get into it. It felt like QTE too often. It was pretty neat in the detective scene and trying to find clues but that whole scene at the apartment as the investigator was like one long cut-scene with minimal interaction.
 

Liquidus

Aggressively Stupid
Like Heavy Rain was this will be my game of the year... okay maybe The Stick Of Truth will be GOTY for me. It's amazing that the last year in the cycle and we are still getting new great games.
 

REV 09

Member
doesn't look fun in the slightest or particularly interesting. conceptually I'm interested in interactive movies, but so far, Cage hasn't hit the mark. I predict that Beyond will do worse commercially than Heavy Rain.
 
I played the demo but didn't really get into it. It felt like QTE too often. It was pretty neat in the detective scene and trying to find clues but that whole scene at the apartment as the investigator was like one long cut-scene with minimal interaction.
Let me guess, when talking to the hooker you just stood around in place? You can actually move around her apartment and inspect it while talking to her at the same time. The game has many sandbox like environments like that where you can walk around and interact with many things. There are many linear sections as well, but the majority of those contain important choices that will affect your ending.

Maybe you should give the whole game a shot? Dirt cheap now.

Beyond will probably be the same, but you can expect even more sections to be like the FBI scene from Heavy Rain. Plus Aiden will mix it up further in linear scenes.



doesn't look fun in the slightest or particularly interesting. conceptually I'm interested in interactive movies, but so far, Cage hasn't hit the mark. I predict that Beyond will do worse commercially than Heavy Rain.
Watch the GameSpot Gameplay Analysis. That looks very interesting. And one small advice: Don't predict the sales number of a David Cage game. That went terribly wrong the last time and many people looked like fools.
 
Let me guess, when talking to the hooker you just stood around in place? You can actually move around her apartment and inspect it while talking to her at the same time. The game has many sandbox like environments like that where you can walk around and interact with many things. There are many linear sections as well, but the majority of those contain important choices that will affect your ending.

Maybe you should give the whole game a shot? Dirt cheap now.

Beyond will probably be the same, but you can expect even more sections to be like the FBI scene from Heavy Rain. Plus Aiden will mix it up further in linear scenes.




Watch the GameSpot Gameplay Analysis. That looks very interesting. And one small advice: Don't predict the sales number of a David Cage game. That went terribly wrong the last time and many people looked like fools.

No, I did look around the apartment. I just don't like it when the game controls itself or prompts you to follow a sequence of actions. It's like an advanced version of Dragon's Lair. I understand to have a story to flow and to create immersion sometimes you need to control the action but often I feel like David Cage and his team are constantly pulling the strings and just giving the player barely enough freedom to think they are playing a videogame. I should give the full game a chance so we'll see. Either way this new game looks more interesting.

Graphically looks great. but I'm gonna dish $60 for 10 hour movie. Rental or bargain bin this.

That's kind of what kept me from buying Heavy Rain. You know when graphics look that good something is being compromised.
 
It works like a super dumbded down traditional adventure game. Player interaction in the sequence are the equivalent to hit play/pause in your DVD player.

Also Cage doesn't seem to take many risks with the plot here. In typical Hollywood fation, the 5'6'' 110 pound girl can measure up to 4 men at once. For example, in the bruning building sequence no hard desicions are presented to the player. We can't have the baby in the last floor die in the fire, no way.

Hopefuly it sales well enough, having high profile actors must have costed them a lot of money.
 

Flakster99

Member
Holy shit that was fucking incredible. Absolutely digging the story and what has been shown this far. Day 1, can't wait. :)
 

mattchuuu

Neo Member
It works like a super dumbded down traditional adventure game. Player interaction in the sequence are the equivalent to hit play/pause in your DVD player.

Hopefuly it sales well enough, having high profile actors must have costed them a lot of money.

You should add spoiler tags to the part I didn't quote.
 
Top Bottom