david cage

Hands On

Heavy Rain Eyes On: Meet Scott Shelby, Private Eye

7:20AM Michael McWhertor | Quantic Dream’s Guillaume de Fondaumièr offered us our third official look at the developer’s PlayStation 3 game Heavy Rain at Gamescom, showing us just a few of the many possibilities that await us in the hi-def choose your own adventure. More »
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Hideo Kojima Met With Heavy Rain Developer

5:00PM Brian Ashcraft | Cut scenes. Some love them, others loathe them. In games like Metal Gear Solid, players sit and watch as cut scenes push the story forward. More »
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Tim Schafer Says Games Must Ditch Sci-Fi And Fantasy To Grow

3:00PM David Wildgoose | Near-mythical game designer Tim Schafer reckons games need to look beyond cliched fantasy and science fiction inspirations in order for the industry to reach a broader audience. Is he right? More »
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“Lots Of Work” Still Needed For Heavy Rain

5:00PM Brian Ashcraft | Satisfied with how upcoming thriller Heavy Rain looks? Don’t be. Not one to be complacent, developer Quantum Dream says the eagerly awaited game still needs lots of work. More »
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Heavy Rain Creator: Hollywood Actors Don’t Care About Games

1:30PM Luke Plunkett | Been some big(ish) names doing video game voice work of late. Robert Downey Jr. Ron Perlman. Kristen Bell. But are they really doing the work? Heavy Rain creator David Cage doesn’t think so. More »

Heavy Rain Is About Normal People, Real Life

11:30AM Michael McWhertor | Don’t expect to see the heroine of Heavy Rain leaping through the air in some abominable mash-up of Cirque du Soleil and The Matrix. The game’s director tells 1UP it’s simply about “normal people.” More »

Quantic Dream’s Cage Talks Emotionless MMOs

6:00AM Leigh Alexander | Quantic Dream’s David Cage, the creator of Indigo Prophecy who’s currently at work on Heavy Rain, often has good things to say about emotion in games, and in a recent interview with Gamasutra, he’s leveling a critical eye on the open-world structures of MMOs and wondering what “emotional value” players are really getting out of them. He first contrasts sandbox gaming in general with the deliberately-constructed “rollercoaster” of linear games: “From the time you’re in the line, you go in the back of the rollercoaster and through the tunnel and everything is defined. We knew while you were waiting how to make the stress grow, how to make you feel something, get you scared, make you feel better, et cetera. This rollercoaster is being conceived by someone to optimise the experience”.