- Oct 27, 2017
Got the game and so far am loving it
If you have two accounts you can have two diferent games and saves.
I really need everything to be focused on Connor.
Perfect! I’m pretty sure I’m going to have two overlapping playthroughs with two groups of people, so I wouldn’t want one to lose their save as we go.
I could see a prequel setting for a potential DLC. Of what I dont know.
I and the entire team at Quantic Dream have all been hugely impressed and inspired by the wonderful community that is flourishing here and elsewhere online.
So I thought it was time I reached out to you all directly to thank you for your support.
I’m very much looking forward to hearing your questions so, AMA!
Edit: That's it from me guys! Thank you so much for all your wonderful questions, I really wish I could answer every single one but there were really too many...
We have all been hugely inspired by this community and it means the world to speak to so many of you directly.
A HUGE THANK YOU to you all for your passion and support. You are the reason why we make games.
Stay tuned ;)
We will work on a sequel if we feel we have ideas, passion and excitement to do it, and if we feel we have something more to say about this world. We have a lot of respect for our fans, and we never wanted to do sequels just for the sake of making easy money. We are driven by passion more than anything, although it is not always something reasonable... but we enjoyed working on Detroit a lot, and there are many exciting stories that could be told in this world for sure.
There are so many characters in Detroit that could have a DLC about their backstories that it may be difficult to chose one... Actually, I wrote backstories for almost all the characters in the game, so I have a pretty good idea of what happened to them before the game started... But between people wanting investigations with Connor, a full sequel and DLC about all characters, we will need to make a choice ;-)
Note: The credits state that Cage did indeed compose the opening theme for Detroit.
I am very interested in creating a narrative multiplayer game for a long time. There are some creative and technical challenges to overcome and you need the right story to tell, but this is something very exciting... Convincing publishers of trying it is actually another challenge, but this is definitely something I would like to try in a near future.
We definitely like having multiple protagonists, as it allows to tell the story from different points of view and to have a faster pace. It also allows to have some characters dying without stopping the experience.
It is a narrative mode that people are more and more used to by watching TV series, and it works very well with interactive storytelling.
I guess it depends on the type of story you want to tell, some work very well with multiple voices, others don't.
I was in New York when I was 15 during a very cold winter. I was walking in my warm coat as it was heavily snowing, and I passed near a young homeless woman who just wore a shirt and was freezing cold. I gave her some money, but I felt so stupid and powerless... I will never forget this moment. I guess it left a long-lasting impression on me...
In the past I've met homeless people who played Beyond, and they told me it was really true to what they experienced. I can only imagine it, as I have never lived this myself, but I feel really proud that they didn't feel I betrayed them or misrepresented their experience.
Working with children is always a huge challenge, because there are many restrictions regarding working hours and breaks to protect them, and it is always challenging to get constant concentration. My "trick" is to make sure that they always enjoy what they are doing, that they see it as a game rather than a job. The second I feel they are bored or they don't enjoy it anymore, I usually stop shooting for the day.
Although it is definitely challenging, it is incredibly enjoyable. Children have a very pure approach to acting, and this is what I love with them.
For the role of Alice, we had three different little girls between 8 and 10 for all the body animations, and one, Audrey Boustani, for all the acting/dialogue scenes. Audrey did an amazing job (her mother is an actress herself, which has been immensely helpful in preparing Audrey). The full collaboration took almost two years, which was an issue as Audrey grew up quite a lot in that time frame...
It really feels like people are really moved by the story and these characters, which is something absolutely amazing. We had people crying during the play tests, which never happened before.
Seeing people's emotional reactions during development was something very inspiring and encouraging, as you can imagine.
The crazy amount of branches in the tree structure was by far the most challenging part of the development. We really wanted to create as many options as possible for players in order to give them this feeling of telling their own story through their choices. It quickly became a nightmare, from the writing stage to the final testing of the game. The script got huge, took a lot of time to be written, to be shot with actors, to be implemented, etc.
Most of all, we were terrified until the last second that we missed one case, as there were so many possible combinations (actually we missed a couple, that we fixed very late in the day). Guaranteeing equal quality and story consistency across all possible paths has been by far the most challenging aspect of this project.
I am glad we did it, because hearing gamers talking about the different stories they had is now the best reward I could hope for.
It was a real surprise to see how popular Chloe has become. The idea of having her as the hostess came in the last six months of development. We were wondering how we could make the main menu a little bit more interesting, and we imagined that an android talking to the player would be an amazing hostess. It got written and implemented very quickly. We had a lot of fun writing lines for her, and it was great to see people's reactions.
Let's see what the future holds for Chloe ;-)
Skin is like a synthetic fluid that spreads on them, as we showed in the first Kara short. They have control over it, and they can retract it in certain circumstances. It also automatically retracts in case of shocks (hits or removing the LED for example). We also imagined that they could have some kind of control over their hair, which is a feature that CyberLife implemented to let owners customize their model (we can see this with Kara for example).
There is no "true ending" to the game, I tried to write them in a way that they all feel logical and consistent, and provide a decent sense of closure to all characters (my absolute nightmare for months...). Some are more moving than others, some are more open ended, there are very different flavors and tones in each of them, and that's what I liked about them.
I played the game A LOT during development, as you can imagine, so it is difficult to play it genuinely when it is released... It wouldn't be a fair playthrough anyway, as I know all possible variations and their consequences...
The preference for Connor (and Hank) was no real surprise, we could really feel during the development that he was very popular with the team and the test players, but all three characters have their fans. It is also interesting to see how people's preference evolves through the game as the story progresses. But it is definitely very interesting to see the incredible support and fan art that Connor gets.
All Kara's final scenes were particularly challenging for the team. They were very intense and moving scenes, and I know many people at the studio who had a hard time doing their job on the scenes because they were moved. Filming some of these moments was particularly difficult for me too. Valorie Curry, who I know since 2012 when we worked on the first short, she made the entire team cry many times on set.
I don't really have a favorite character, they all have something special to me. Across the game, I would say that I particularly liked Carl, maybe because of the father and son relationship he has with Markus that reminds me somehow of my own relationship with my son. I had a wonderful relationship with pretty much all actors. This script was very special for most of the cast, and most actors arrived on set with a sincere interest and passion for the story we wanted to tell. Working with Lance Henriksen has been a fascinating experience, working with Clancy Brown was a dream come true (he is such an incredible character and a talented actor).
Markus had many inspirations as a leader, from Spartacus to Martin Luther King, depending on player's choices. Many revolution leaders confronted with oppression had to find their way and make difficult decisions for their people, from Gandhi to Malcolm X. Rather than copying any of these leaders, we tried to understand the challenges they were confronted with and tried to emulate them in the game.
The real inspiration for Connor came from... Jayden in Heavy Rain! But I tried to give him a very unique flavor and personality, and I had a lot of help from Bryan Dechart in doing this. Blade Runner is part of my culture and one of my favorite films, but I think that Deckard and Dechart are very different, even if they have very similar names ;-)
Kara's story was much more personal to me, I don't know if I had any specific inspiration for it. I just wrote it from the heart.
The original draft featured four characters, but the more I was progressing in the writing, the more it became absolutely obvious that it would be absolutely impossible to write with the level of branching I had in mind. Complexity increased exponentially very quickly, and I was 20% into the writing with ten times more branches than I could manage ;-) So I had to make a decision and cutting the forth character was the best one (no, I won't tell you who this forth character was!)
Interesting point, but you may allow me to disagree. If there were human-like androids one day, they would be stored at the back of public transportation to save room for human beings. It made sense in the world of Detroit, although we were of course totally aware of the historical references. We spent actually a lot of time making research on history, in the US and other countries and in different time periods. Some people felt uncomfortable with this reference to American history and I totally appreciate that.
Excellent question, and you are right that this is something that we didn't fully explain in the game.
We imagined that Eden Club deleted the short-term memory of their androids to guarantee absolute privacy to their customers, but deviants could keep their emotional memory, which was the case for the two Tracis.
Thank you for your question which raises a very interesting point.
I actually considered the option of letting the player decide who should be the leader of the revolution, but I felt that Kara's pivot was Alice. We considered that she could run the revolution if Alice and Markus die, but believe me, it made the tree structure completely unmanageable with sub-cases in sub-cases...
It felt like the right balance to have Kara's pivot being Alice and Markus being his people, but like any creative decision, this is totally subjective ;-)
All androids have wireless communication abilities (when Markus and North join hands, this is something special that they discover for the first time. They realize that they can share their memories).
When Markus converts androids, he creates an emotional shock by touching them and revealing to them that they can be free. It emulates the shock that charismatic leaders can create through inspiring speeches. It is not a power or a new feature, but rather a different use of all androids' abilities.
Interesting question. Actually we considered the option of having all dialogues between androids being wireless, which would have saved us a lot of work with facial animations... but we quickly stepped back thinking it would feel really strange to the player (and emotionally and visually much poorer). So let's say that we tried to find a fair compromise: androids communicate wirelessly when they need to be discreet, but keep expressing themselves because this is part of them being human and showing emotions.
We considered the option for Markus to have other love interests, but the amount of permutations that it would have triggered in the script would have been pretty unmanageable. We chose to privilege the relationship with North, but a relationship with another male character would have worked as well. Androids are of course totally sexually-fluid. We touched upon this topic in the Eden Club scene with the Traci. One of the things that interested us with androids is that they have to discover who they really are. Maybe something we could explore more in the future?
This doesn't ring a bell for me. If anyone has some examples of this I'd love to see them. Edit:
The beauty of it is that you can play this like a "time travel" story, where you can go back and this time your characters are somewhat aware, or get a feeling, about their alternate lives !
Awesome to hear man. Glad your pre-owned PS4 survived it hahaFinished it, replayed the last chapter because I hated the way it ended for Kara, and quite shocked how much things changed, hitting more prompts in time. Happy with my second ending. I was violent.
love the game. I really fell for Kara and her relationship, and picking things to push connor one direction was much fun.
That was really good.My gf sent me this fanmade AVM. I usually don't like avm's because they are mostly cringey, but damn this one is really good. It basically spoils every scene in the game though so don't click it if you haven't finished the game.
At the time it was despite a few issues. It was also quite revolutionary. 8 years later it has significantly aged. Graphically it's acceptable still (on PS4), but a lot of the facial animations dive right into the uncanny valley or look funny. The acting ranges from decent to rather poor and is vastly inferior to Beyond/Detroit and can't match the big strides that have been made since in gaming. Controls are a bit clunky, but you get used to them. The OST, choices and general gameplay implementation still range from pretty good to excellent. The story is still gripping and intense if you get into it, but there are significant and glaring flaws including plot holes you will notice at the end.
Is Beyond the same way? I have that downloaded and want to play with my partner but haven't had the chance to yet.At the time it was despite a few issues. It was also quite revolutionary. 8 years later it has significantly aged. Graphically it's acceptable still (on PS4), but a lot of the facial animations dive right into the uncanny valley or look funny. The acting ranges from decent to rather poor and is vastly inferior to Beyond/Detroit and can't match the big strides that have been made since in gaming. Controls are a bit clunky, but you get used to them. The OST, choices and general gameplay implementation still range from pretty good to excellent. The story is still gripping and intense if you get into it, but there are significant and glaring flaws including plot holes you will notice at the end.
Overall it is very much worth playing still if you never have, but is also a product of its time and after Detroit will feel inferior in many ways
Beyond looks really great.
Beyond impressively hasn't aged much I would say. It made a big enough jump over Heavy Rain in just 3.5 years that it will hold up for a long time. Graphics especially on PS4 are very nice still despite obviously not holding a candle to Detroit. Facial animations are quite convincing throughout and the acting is fantastic. Pretty much Detroit levels. Great soundtrack and gameplay is solid. Big choices are sadly very lacking this time around as the story is rather linear with only minor bends. It also dives super deep into the supernatural, but the story is more cohesive than Heavy Rain overall. But it needs to be your thing. Also expect some cringe
:( I’m sorry.NOOOOOOO GOD, PLEASE NO! So I just finished the chapter where the raid on Jericho takes place and I'm sick to my stomach. Protecting Alice has been, far and away, my number one objective in this game (even above freedom for the androids). I left everyone else behind as Kara, and didn't let anything distract me from this one objective.
Unfortunately, I was one of like 5-7% of people who, instead of playing dead and REMAINING "dead," decided to hit the "Protect Alice" selection...killing them both. I'm devastated, not only because of the obvious end result, but also because of my sheer stupidity. I guess I was used to instinctively slam-picking any option that deals with protecting Alice, but man...
I have a rule with these types of games to no go back on my first playthrough, so it is what it is. I'll definitely correct this choice afterward though lol.
Other than that, what a game. Can't wait to see how it ends.