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Ken Levine praises PlayStation 4

Added: 21.03.2013 14:18 | 5 views | 0 comments


"BioShock designer says the PC-like architecture for Sony's next-gen platform will "make life a lot better" for gamers."

From: n4g.com

Quantic Dream refused gun-toting Ellen Page cover for Beyond: Two Souls

Added: 21.03.2013 14:00 | 21 views | 0 comments


Developer Quantic Dream says it has to be "careful" in how it presents its game to its potential audience.

Quantic Dream "categorically refused" an idea that upcoming supernatural adventure should feature star Ellen Page holding a gun as its cover art.

Speaking to GameSpot, Quantic Dream co-founder and executive producer Guillaume de Fondaumière admitted that the studio needed to be careful in how it chooses to present its game to a wide audience.

"We have to be very careful," said Fondaumière. "We're working closely with the marketing folks at Sony to portray the game in the right light, to be able to talk to that diverse audience that we hope we will be able to reach with Beyond."

Like the studio's previous title Heavy Rain, Beyond: Two Souls is a narrative-led adventure that attempts to explore complex themes. But Beyond, which features elements of the supernatural and science fiction, features more action-heavy scenes than Heavy Rain.

"Indeed, there is some action in Beyond," continued Fondaumière. "But if we, for instance, put a pack art that's solely featuring action, first of all it's not going to be truthful to what the game is and then, your wife for instance, is not going to feel attracted to this. She'll say 'ok, well that's not unique, it's one of your video games.'"

"So yes, we need to be careful and to make sure that whenever we communicate on this game, whenever we market it, that we manage to get across this variety in themes and this uniqueness that the project beholds."

So did anyone involved in the game try to pitch that Beyond's front cover be a figure of Ellen Page's character holding a gun? "Yes, and we categorically refused it," said Fondaumière. "It's kind of natural for agencies, you know, who are far away from the project, to pitch you different things. 'It's a video game? Okay, it needs to have a gun otherwise it's not even a game.' But our job, with David [Cage], is to make sure that everyone understands what is specific about this game and to make sure that we have the right pack shot, and the right imagery supporting the project, and the right image is being communicated to the public."

As with Heavy Rain, Quantic Dream's desire for Beyond: Two Souls is to reach a mature audience that might not be particularly interested in traditional AAA games. "Most people I know that are above 35 years old, do not play [games]," said Fondaumière. "Women around me don't play, or seldom play, or play very specific games. I think it's an important moment in the industry as a whole; it's the moment where we need to define precisely who we want to appeal to."

"We always thought at Quantic that was a potential for reaching out to a larger audience, and not only target the core gamers, or only a male audience. That we can be a little bit more open. And with Beyond we are hoping that it will appeal, for instance, to women. Because of the themes that we have that are similar to what women like in certain TV series, or watching certain movies, for instance, or reading certain books."

Recently, BioShock Infinite creative director Ken Levine likened the decision to feature protagonist Booker DeWitt holding a gun on BioShock Infinite's box art as salad dressing.

"Our gaming world, we sometimes forget, is so important to us," said Levine at the time, "but#133; there are plenty of products that I buy that I don#133;t spend a lot of time thinking about. My salad dressing. If there#133;s a new salad dressing coming out, I would have no idea," he continued. "I use salad dressing; I don#133;t read Salad Dressing Weekly. I don#133;t care who makes it, I don#133;t know any of the personalities in the salad dressing business. For some people, [games are] like salad dressing. Or movies, or TV shows. It was definitely a reality check for us."

Beyond: Two Souls will be released for PlayStation 3 on October 8.

From: www.gamespot.com

Quantic Dream refused gun-toting Ellen Page cover for Beyond: Two Souls

Added: 21.03.2013 14:00 | 21 views | 0 comments


Developer Quantic Dream says it has to be "careful" in how it presents its game to its potential audience.

Quantic Dream "categorically refused" an idea that upcoming supernatural adventure should feature star Ellen Page holding a gun as its cover art.

Speaking to GameSpot, Quantic Dream co-founder and executive producer Guillaume de Fondaumière admitted that the studio needed to be careful in how it chooses to present its game to a wide audience.

"We have to be very careful," said Fondaumière. "We're working closely with the marketing folks at Sony to portray the game in the right light, to be able to talk to that diverse audience that we hope we will be able to reach with Beyond."

Like the studio's previous title Heavy Rain, Beyond: Two Souls is a narrative-led adventure that attempts to explore complex themes. But Beyond, which features elements of the supernatural and science fiction, features more action-heavy scenes than Heavy Rain.

"Indeed, there is some action in Beyond," continued Fondaumière. "But if we, for instance, put a pack art that's solely featuring action, first of all it's not going to be truthful to what the game is and then, your wife for instance, is not going to feel attracted to this. She'll say 'ok, well that's not unique, it's one of your video games.'"

"So yes, we need to be careful and to make sure that whenever we communicate on this game, whenever we market it, that we manage to get across this variety in themes and this uniqueness that the project beholds."

So did anyone involved in the game try to pitch that Beyond's front cover be a figure of Ellen Page's character holding a gun? "Yes, and we categorically refused it," said Fondaumière. "It's kind of natural for agencies, you know, who are far away from the project, to pitch you different things. 'It's a video game? Okay, it needs to have a gun otherwise it's not even a game.' But our job, with David [Cage], is to make sure that everyone understands what is specific about this game and to make sure that we have the right pack shot, and the right imagery supporting the project, and the right image is being communicated to the public."

As with Heavy Rain, Quantic Dream's desire for Beyond: Two Souls is to reach a mature audience that might not be particularly interested in traditional AAA games. "Most people I know that are above 35 years old, do not play [games]," said Fondaumière. "Women around me don't play, or seldom play, or play very specific games. I think it's an important moment in the industry as a whole; it's the moment where we need to define precisely who we want to appeal to."

"We always thought at Quantic that was a potential for reaching out to a larger audience, and not only target the core gamers, or only a male audience. That we can be a little bit more open. And with Beyond we are hoping that it will appeal, for instance, to women. Because of the themes that we have that are similar to what women like in certain TV series, or watching certain movies, for instance, or reading certain books."

Recently, BioShock Infinite creative director Ken Levine likened the decision to feature protagonist Booker DeWitt holding a gun on BioShock Infinite's box art as salad dressing.

"Our gaming world, we sometimes forget, is so important to us," said Levine at the time, "but#146; there are plenty of products that I buy that I don#146;t spend a lot of time thinking about. My salad dressing. If there#146;s a new salad dressing coming out, I would have no idea," he continued. "I use salad dressing; I don#146;t read Salad Dressing Weekly. I don#146;t care who makes it, I don#146;t know any of the personalities in the salad dressing business. For some people, [games are] like salad dressing. Or movies, or TV shows. It was definitely a reality check for us."

Beyond: Two Souls will be released for PlayStation 3 on October 8.

From: www.gamespot.com

What's next for BioShock Infinite dev?

Added: 21.03.2013 13:53 | 4 views | 0 comments


"I don't have a thought for our next game," Irrational Games creative director and cofounder Ken Levine says.

After is due out worldwide next week. But what's next for its Quincy, Mass. developer Irrational Games?

Creative director and studio cofounder Ken Levine doesn't know.

Responding to a question about whether or not he is excited about the arrival of next-generation platforms and the new features and capabilities they bring, Levine told GameSpot, "I don't have a thought for our next game, so it's kind of hard to even think about that."

The Irrational Games as executive vice president of development.

From: www.gamespot.com

Ken Levine praises PlayStation 4

Added: 21.03.2013 13:10 | 5 views | 0 comments


BioShock designer says the PC-like architecture for Sony's next-gen platform will "make life a lot better" for gamers.

BioShock designer and Irrational Games cofounder Ken Levine likes what's he's seen so far of the PlayStation 4. Speaking to GameSpot, the industry veteran praised the platform's , saying the design is gamer-friendly.

"I have to sit back and think about the next-generation. Obviously, more memory, more power is always a good thing. I love the fact that Sony's architecture is now much more aligned with the architecture of the PCs and[#145;]I can't say about the Xbox, but I presume they're continuing in that direction," Levine said.

"That will make life a lot better for gamers because you won't have that sort of diversification of resources in the same way that you had to do to support the differences in the [current-generation platforms]," he added. "I don't mean Move vs. Kinect, I mean specifically the architecture underneath. So that's a positive."

Overall, Levine said he hasn't yet give much specific thought to how he might approach development for next-generation platforms. However, he did make clear that his ambition for greater detail will be an area the new, more powerful machines can help.

"Obviously, more memory, more power is always a good thing."

"I really haven't sat back and thought the particular features or what I would do with the additional power besides the obvious things: I like detail and more power gives you more detail. That's obvious," Levine said.

Levine noted that this increase in power will not be without its share of potential difficulties.

"I think you then start running into, at some point, an issue of can you produce the content to fill that detail? Because BioShock Infinite really strained our[#145;]we produced a lot of content if you look at that level of detail," he said. "So then you go beyond the systems; can we build an infrastructure internally to build enough content to fill out that space? And that's going to be another challenge."

Levine's latest body of work is .

From: www.gamespot.com

Ken Levine praises PlayStation 4

Added: 21.03.2013 13:10 | 6 views | 0 comments


BioShock designer says the PC-like architecture for Sony's next-gen platform will "make life a lot better" for gamers.

BioShock designer and Irrational Games cofounder Ken Levine likes what's he's seen so far of the PlayStation 4. Speaking to GameSpot, the industry veteran praised the platform's , saying the design is gamer-friendly.

"I have to sit back and think about the next-generation. Obviously, more memory, more power is always a good thing. I love the fact that Sony's architecture is now much more aligned with the architecture of the PCs and[#133;]I can't say about the Xbox, but I presume they're continuing in that direction," Levine said.

"That will make life a lot better for gamers because you won't have that sort of diversification of resources in the same way that you had to do to support the differences in the [current-generation platforms]," he added. "I don't mean Move vs. Kinect, I mean specifically the architecture underneath. So that's a positive."

Overall, Levine said he hasn't yet give much specific thought to how he might approach development for next-generation platforms. However, he did make clear that his ambition for greater detail will be an area the new, more powerful machines can help.

"Obviously, more memory, more power is always a good thing."

"I really haven't sat back and thought the particular features or what I would do with the additional power besides the obvious things: I like detail and more power gives you more detail. That's obvious," Levine said.

Levine noted that this increase in power will not be without its share of potential difficulties.

"I think you then start running into, at some point, an issue of can you produce the content to fill that detail? Because BioShock Infinite really strained our[#133;]we produced a lot of content if you look at that level of detail," he said. "So then you go beyond the systems; can we build an infrastructure internally to build enough content to fill out that space? And that's going to be another challenge."

Levine's latest body of work is .

From: www.gamespot.com

Ken Levine praises PlayStation 4

Added: 21.03.2013 13:10 | 0 views | 0 comments


BioShock designer says the PC-like architecture for Sony's next-gen platform will "make life a lot better" for gamers.

BioShock designer and Irrational Games cofounder Ken Levine likes what's he's seen so far of the PlayStation 4. Speaking to GameSpot, the industry veteran praised the platform's , saying the design is gamer-friendly.

"I have to sit back and think about the next-generation. Obviously, more memory, more power is always a good thing. I love the fact that Sony's architecture is now much more aligned with the architecture of the PCs and[#133;]I can't say about the Xbox, but I presume they're continuing in that direction," Levine said.

"That will make life a lot better for gamers because you won't have that sort of diversification of resources in the same way that you had to do to support the differences in the [current-generation platforms]," he added. "I don't mean Move vs. Kinect, I mean specifically the architecture underneath. So that's a positive."

Overall, Levine said he hasn't yet give much specific thought to how he might approach development for next-generation platforms. However, he did make clear that his ambition for greater detail will be an area the new, more powerful machines can help.

"Obviously, more memory, more power is always a good thing."

"I really haven't sat back and thought the particular features or what I would do with the additional power besides the obvious things: I like detail and more power gives you more detail. That's obvious," Levine said.

Levine noted that this increase in power will not be without its share of potential difficulties.

"I think you then start running into, at some point, an issue of can you produce the content to fill that detail? Because BioShock Infinite really strained our[#133;]we produced a lot of content if you look at that level of detail," he said. "So then you go beyond the systems; can we build an infrastructure internally to build enough content to fill out that space? And that's going to be another challenge."

Levine's latest body of work is .

From: www.gamespot.com


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