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The Art of Making Gamers Cry

IGN - The most conspicuous thing about Beyond: Two Souls is just how unlike a video game it looks. During the 45 minute presentation we saw recently in Paris, we were struck by the number of video game trappings developer Quantic Dream has discarded, even by the studio’s own defiant standards. There’s nothing on the HUD. On-screen prompts are rare. Characters look less like digital puppets and more like famous actors. It’s symbolic that Cage and his gameplay team headed up by Quantic veteran Caroline Marchal have all but done away with the quick-time-events so omnipresent in the studio’s last game, Heavy Rain. Too mechanical. Too distracting from the game’s heart; its story.

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