Game Daily posted interview bits with David Cage (President, CEO, Writer and Directory of Quantic Dream and Heavy Rain respectively — and the #1 entry on my personal “People I Admire the Shit Out Of” list).
The interview gives us some insight into the scripting and story development aspects of Heavy Rain, which is just another video game right? Uhhh…. no:
- 6,000 pages of notes for the original script
- 2,000 page script
- 40,000-word, non-linear script
- Cast of 70 actors, voice actors and stuntmen
- 220-member development team
- 170-days of motion capture over 9 months
- 30,000 unique animations
Cage has mentioned that the film noir thriller will focus on real-life and real-people, the script does not make use of sci-fi or supernatural twists to carry the player through the story. He also mentions a general dislike of cutscenes as the player isn’t given a chance to play them. Cutscenes are apparently minimized to only a few instances in the game where the story cannot be told any other way, and most other cutscenes are augmented with quick-time-sequences giving the player the opportunity to participate.
For folks that are used to the “get it right or die” design of most quick-time-sequences, Quantic Dream seems to have taken a hint from the likes of Shenmue in that failing at a QTE will more than likely have the side effect of changing the story instead of killing the player.
One reason I’m so hot and heavy for this game is when you look at the sheer cost associated with the production values quoted above, you have to realize that no single publisher is going to front the $60 million or more required to do that without being severly impressed with demos that they have seen. I’d also point out that Quantic Dream ships products when Quantic Dream wants — and no sooner. Given all that power and leeway being cut to Quantic Dream, I’m severly excited about an adult-themed adventure game with this level of fidelity.





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