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Daisuki to Simulcast KILL la KILL

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Anime streaming service Daisuki, announced today that they will be simulcasting Kill la Kill, the new anime by the creators of the legendary Tengen Toppa Gurren Lagann.

On a quest to unravel the secrets surrounding the death of her father and to locate the, “woman with the scissor-blade”, Ryuko Matoi found herself at a school called Honnouji Academy. There the school is under the command of an elite group of students granted superpowers by their “goku uniforms”. At the top of the chain of command is the school council president, Satuki Kiryuin, who it emerges knows the secret behind the scissor-blade. Ryuko must become more powerful in order to take down her seemingly unstoppable for and learn the mystery behind her father’s demise.

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The series will begin streaming on October 3rd and will be available just an hour after the Japanese release in selected countries. Subs will be available in English, Italian, Spanish, Portugese, and German. Visit Daisuki’s official website for more information on their autumn streaming line-up. To find out more about other exciting, new autumn anime check out our anime picks over in our Anime News section.

Coppelion Licensed by Madman for Simulcast Starting October 3rd

If you are a fan of post-nuclear anime, then you may want to check out the new Action/Drama series that Madman has acquired. Coppelion is the story of three normal-looking high school girls that arrive at the irradiated remains of the old capital. But, these girls are more than they seem, as they are in fact genetically altered to be able to survive in the radioactive conditions.

Coming from studio GoHands, the same studio that produced the Mardock Scramble films and the K series, anime fans will be able to watch as these three girls, members of Ground Self-Defence Force Dispatch 3 Special Force, will do their best to carry out their mission of rescuing those survivors left in the area.

Just what do these radioactive ruins hold for the girls as they carry out their mission? Be sure to check it out for yourself when Coppelion starts its simulcast on October 3rd, 2013 at the Madman Screening Room alongside its release in Japan. Be sure to voice your thoughts on this series in the comments below.

Bakemonogatari Part 2 Blu-ray Review

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Bakemonogatari Part 2 Blu-ray
Publisher: Hanabee
Studio:
SHAFT
Format:
DVD, Blu-ray (reviewed)
Release Date: September 4, 2013
Price: $49.99 – Available Here

Overview
Here we are again, back for the second half of NisiOisin’s supernatural tale of ailments and oddities. Based on the original light novels and animated by Studio SHAFT, Bakemonogatari caused quite a stir when the anime unleashed its unforgiving script on the audience and quickly gained a rabid fan base.

Released by Hanabee here in Australia, Part 1 covered the first three arcs of the story while part two centres on the remaining two. Be sure to read through our review of Part 1 (and watch it, of course) before diving into this. Let’s see if the second half of Bakemonogatari maintains the quality, or surpasses, the first.

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Story
Part 2 of Bakemonogatari continues the tale with the start of the Nadeko Snake arc, consisting of two episodes. Although Koyomi started dating Hitagi during the first half, he is seen getting friendly with his new admirer, Suruga Kanbaru, on their way to the local shrine. Our protagonist’s growing harem is about to get bigger once he stumbles upon an old acquaintance who is a childhood friend of his sister’s that looked up to Koyomi years ago, Nadeko Sengoku. Accursed with a snake spirit after turning down a love confession, Nadeko tries all sorts of methods to exorcise the apparition such as nailing parts of snakes to trees.

True to the inherent nature of Bakemonogatari, this arc employs a stack of fan service. And why wouldn’t it? Nadeko is one of the cutest characters yet in the series thus far. But in contrast, it also includes some grotesque action as Koyomi resolves the situation in his usual way, crippling way.

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It is when the Tsubasa Cat arc starts that I feel Bakemonogatari drops the ball in regard to plot continuation and, more plainly, a coherent story. Ignoring for a second the fact that the series is purposefully erratic. You see, the problem stems from way back when the series aired, with the final TV broadcast being episode 12 and while the last three were streamed online.

The Tsubasa Cat arc begins its focus on the infamous Golden Week, a holiday that occurred before the Bakemonogatari timeline, and the penultimate heroine Tsubasa Hanekawa. Her curse happens to be a cat, possessing Tsubasa and wrecking havoc while she sleeps because of pent up stress. Then with the next episode we’re thrown back to Koyomi’s relationship with Hitagi (which is incredibly weird to say the least) as they go on a date.

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The two go through an awkward moment of understanding each other more before an ending fit for a conclusion to some twisted love story. Throwing away the allusions of an ending, we’re thrust back into the real Tsubasa Cat story in the next episode. This is the unfortunately jarring structure of a TV show that had to “end” at episode 12 before posting the “real” ending to total an uncommon number of 15 episodes.

With that aside, the story continues to hold your interest if you can survive some of the more painfully slow conversations later in the series. The mention of Shinobu again will be a welcome sound to most ears, as the plot gets back on track and culminates in a rooftop confrontation that is more underwhelming than its build up suggests. Not even the huge amounts of blood can mask the disappointment many will feel having expected an epic showdown between Koyomi and the final apparition.

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Visuals
Bakemonogatari Part 2 maintains the fine quality that SHAFT achieved in the first half of the home release, redrawing and cleaning up its TV broadcasts to perfection. The show continues to utilise some beautifully interesting still-shots with the occasional real images to spicen up the conversations and stamp the unique art direction that the franchise is known for.

Audio
Composed by the famed Satoru Kousaki (The Melancholy of Haruhi Suzumiya, Lucky Star), Part 2 of Bakemonogatari keeps up its steady soundtrack of upbeat rhythms and mysterious sounds, along with some great acoustic guitar work here and there. Being a sub-only release, viewers can expect no English dub just like last time and instead they have to keep up with the rapid pace of the subtitles.

Extras
Hanabee has released its Blu-ray versions of Bakemonogatari in a standard format, rather than opting for the special art books like in their DVD counterparts. This is a fair tradeoff considering the huge jump in image quality, where we get a super clean result at 1080p with no fuzziness. This works wonders for the stunning environment still-shots that are scattered throughout the show.

Included on the second disc are all the unique textless openings, endings and trailers.

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Overall
Bakemonogatari Part 2 concludes in an expected fashion which fans of the first half would surely lap up. It wasn’t, however, exactly satisfying the whole length of the way nor as consistent as Part 1 was. It could be a subjective viewpoint, but the Nadeko Snake arc was more entertaining to begin with before the dilapidated and overly drawn out Tsubasa Cat arc threatened to throw the show off course. Bakemonogatari might have been a more effective anime had it tightened up the later conversations, placed less emphasis during the final arc and reduced the total episode count to 13 at the most.

Not as outstanding as some would say but neither as nonsensical as other critics would decry, Bakemonogatari was quite a wild ride and its ending is one of the few that strikes a strange balance between not too open-ended and not too final. Neither thought-provoking nor obvious, the final scenes will have you simply reflect back to the various arcs as special little accomplishments that Koyomi achieved, with a promise of what’s to come in the future.

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Capsule Computers review guidelines can be found here.

Batman: Arkham Origins Reveals Deathstroke Challenge Gameplay

While Warner Bros. may have announced the Deathstroke preorder bonus for Batman: Arkham Origins not much was revealed about what all the preorder bonus would contain. However, with a new trailer just released today all the little pieces have been shown off.

Players will be able to use Deathstroke in 2 different challenge maps for Batman: Arkham Origins, one a standard style challenge by the name of “No Money Down” and the other a new mode titled “100-to-1” where Deathstroke faces off against a force of 100 enemies. When playing in these challenge maps, players will also have 3 different suits for Deathstroke to wear from the regular Arkham Origins Deathstroke, to Injustice Deathstroke, and finally Judas Contract Deathstroke.

Players wanting to see all these in action can check out the trailer embedded below, but in order to get all that sweet Deathstroke swag on day one they’ll have to preorder Batman: Arkham Origins before it releases October 25th, 2013 for Xbox 360, PS3Wii U, and PC.

Japanese Film Festival 2013 Line Up Listed

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The Japan Foundation has revealed its extensive line up for the Japanese Film Festival this year, with major hits like Dragon Ball Z: Battle of the Gods and the Gatchaman live-action movie set to land in Australian cities.

Check out the huge list below and click on each title for more details and screening information.

Also, movie-goers from Sydney and Melbourne have an additional 20 unannounced titles to look forward to. Any guesses?

The Japanese Film Festival will arrive in various Australian cities this spring season at different dates, so be sure to check out the Ticketing & Venue section of the website.

Thief Announces Preorder Mission “The Bank Heist” in Trailer

The preorder incentive for the upcoming Thief game has just been announced by publisher Square Enix and developer Eidos-Montreal. Looking to take things back old school as an homage to the Bank mission of Thief II: The Metal Age, the exclusive preorder mission “The Bank Heist” pits players with infiltrating the Stonemarket First Bank to steal a precious family heirloom.

Designed to test the player’s mettle as they work to circumvent exclusive security measures found only in this preorder mission, players will also be able to collect unique loot and secrets for their trouble. Plus, players will also be able to race against the clock to be the fastest of all their friends to sneak into the Bank and retrieve the Star of Auldale.

Those wanting to see a bit of what the preorder mission has to offer can view the trailer embedded below to see Garrett in action. To get the exclusive mission, you’ll have until the game releases on February 28th, 2014 to preorder Thief for Xbox 360, PS3, Xbox One, PS4, and PC, which can be done from their Website.

Film and Game Experts Attend BEYOND The Game: Live Forum

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Just nights ago, in celebration of the upcoming release of BEYOND: Two Souls from Quantic Dream, exclusive to the PlayStation 3, Sony hosted BEYOND The Game: Live Forum. The event saw both film and gaming experts from across the world attend here in Sydney, to discuss interactive entertainment and its meteoric rise, no doubt helped by David Cage’s contributions to the genre.

The Writer and Creative Director at the critically acclaimed game development studio travelled from Paris to join the esteemed panel (we also got an interview with Mr. Cage the day after, which you can read here). Cage spoke of his personal experiences throughout the development of BEYOND: Two SoulsThe game’s casting director Suzanne Goddard-Smythe, spoke about the “evolving requirements of actors and the skillset needed to remain competitive with the emergence of this new entertainment category.” 2013 Tropfest winner and film director Nicholas Clifford, and Sydney University film lecturer Dr Bruce Isaacs, rounded out the panel and brought their own specialist perspectives to the conversation.

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Logie Award winning Australian actor and writer, Robert Carlton hosted the evening and live Q&A. The panel in its entirety can be viewed directly below. Just want the highlights? Check out the video embedded at the bottom of this article.

BEYOND: Two Souls is by far the most ambitious title Quantic Dream has worked on to date. We wanted to create this emotional journey into the life of a character and tell her story through fifteen years. Blending the frontiers between video games and films was one of the challenges we had to face: we wanted to create an experience that would be fully interactive with a strong story that the player would tell through his actions rather than through cut scenes” – David Cage.

BEYOND: Two Souls releases October 9th nationwide.

Company of Heroes 2 Case Blue DLC, New Maps Released

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Relic Entertainment has released the first downloadable content for their recent strategy hit Company of Heroes 2, titled Case Blue for the game’s Theatre of War mode.

The mini-pack is based on the devastating German assault of the same name upon Soviet Russia during 1942 and includes two new solo challenges, two AI battles and a co-op scenario.

Eligible pre-order customers along with owners of the Collector’s Edition (retail or digital) will receive the DLC for free. Otherwise, players will be able to purchase it on Steam.

Two new multiplayer maps will be made available for free from the same update. Rostov, a six player map centred around a frozen river, and Kharkov, an industrial city littered with choke points.

Released by SEGA, Company of Heroes 2 is the sequel to the original 2006 RTS that focuses this time on the Eastern Front and the savage conflict between Nazi Germany and the Soviet Union. Check out our review of the game from earlier this year.

Tim Cahill’s Aussie Beauties Show You How To Celebrate in Style on FIFA 14

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Half informative, half sexy, and altogether definitely one of the funniest promotional videos for a video game that I have seen in a long time. The boys over at EA Australia brought us an … interesting guide to FIFA 14 celebrations today, employing a team of Australia’s finest models straight from the gym to demonstrate a handful of Tim Cahill’s favourite celebrations from the new FIFA title.

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If they can stop laughing for a few seconds, fans can learn how to do the Muevelo Shuffle, The Punch and Dodge, and The Gallop Dance (Gangnam Style Anyone?).

FIFA 14 is being released on current-gen consoles tomorrow, with a midnight launch event being held in Australia tonight to celebrate. Next-gen consoles will have FIFA 14 available on launch.

Leave us your thoughts on the video in the comments below.

BEYOND: Two Souls Interview with David Cage

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David Cage, head of Quantic Dream and Creative Director/Writer on BEYOND: Two Souls made the trip down under to promote the upcoming title, which features Hollywood superstars Ellen Page and Willem Dafoe. It was our privilege to grab some interview time with him and pick his brain on the game. It was a pleasure to speak with such a humble, nice and endearing figure in the industry.


I just quickly wanted to touch on the success of Heavy Rain. I am someone who obsesses over numbers and keeps an eye on sales and box office numbers for films and stuff like that, and Heavy Rain is one of those rare titles that had the standard drop off, but then a resurgence. Every time I looked back at the charts, it seemed to hit another million and pick up its second wind, and then a third wind… did that fact have any impact on the relationship between Quantic Dream and Sony, in the sense that maybe it was validation for a concept with such uniquely dramatic and confronting themes for the industry at the time?

Not really, but it is something we do see now, three years later, like “oh, wait a minute. We keep selling Heavy Rain games worldwide”, which is a great thing. I met some retailers – I think it was in Asia – who told me that now when people buy a new PlayStation 3 console and they ask “what are the games that I should buy?”, the retailer keeps says “this game, this game, this game and Heavy Rain“. So, that’s great, and also there is the word of mouth – gamers talking about this game that they should try it. So, no, I think the relationship of trust with Sony was really based on the initial reactions to the game when it was released and to the fact that press and gamers seemed to respond very positively to the experience that was also something very different from other games at the time.

Yeah, after it came out it instantly became my favourite PlayStation 3 title. And I remember – annoyingly – having to defend it against people who would naively state that it wasn’t a video game, but an interactive movie. I pushed it on everyone I could.

But you know, different people have different expectations about what a video game should be. Some people think that video games should be “fun” in a special sense, like having a gun or driving a car and having this action… and other people think “no, that’s not as important. What matters is what you feel when you play”. And it’s true that we make games for this category of people having this type of expectations.

Yeah. And what confused me was when Fahrenheit (Indigo Prophecy in NA) came out in 2005, there wasn’t this reaction and although, of course, they’re not the same game, they do share the same essence, soul and design/storytelling philosophies. And everyone loved it. Then Heavy Rain comes out and it’s suddenly an issue…

While I think that the essence of the two games was probably very similar, Heavy Rain probably had better implementation; probably a better story or a story that resonated better, maybe better technology… and I think game after game, mentalities evolve. And before Heavy Rain, very few people were interested in interactive storytelling or emotion in games. But then Heavy Rain arrived and then more games tried to explore this route, so now with BEYOND: Two Souls it’s less of a shock, I would say for some people. So yeah, slowly but surely this idea becomes accepted – that games may not only be about shooting, but about telling a story.

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So, moving onto BEYOND: Two Souls, remind us of how long the script is for the game and how long it took to write?

It was 2,000 pages. It takes about a year to write.

And what was your writing schedule like in that period of time?

Oh, it’s working very hard… usually I work all week. I work a little less on the weekend, but usually it’s six days a week. And working 12 hours a day, 12-15 hours a day, so it’s quite intense and it’s a strange process because you really live in your story for a year. So it’s kind of disturbing… it changes a bit your social interactions with people and, you really live in your world for a year.

We’ve heard briefly about your personal inspirations for the story this time around, but were there any specific influences coming from other media, films, games…

There were a couple of scenes where I thought “okay, this is an homage to this thing” and I really enjoyed doing it. Maybe people will see it, maybe they won’t. But, you know Heavy Rain was really belonging to a very specific genre, which was film noir/thriller. What I tried to do with BEYOND: Two Souls is something probably more original and more personal, and there are probably references here and there to different films and books or whatever. [And some subconscious as well]. Yeah, but at the same time I think the overall journey is something I believe is more original probably than what I’ve done in the past.

And what was the whole process like of creating these characters, and then reaching out to Hollywood names like Ellen Page and Willem Dafoe for the roles? Was it a case of not worrying about the obstacles involved in getting them because you just had them in mind from the get go?

Well actually there are two processes. In the case of Ellen and Willem it was a little bit special because I had their names in mind pretty much as I was writing the script very early on. And when I was done with the script, I was pretty convinced that only Ellen Page could be Jodie Holmes because it was her; it was clearly the best actress for the part. So we just contacted her and hoped that she would accept, and the same thing for Willem, and we were very lucky because they said “yeah, that’s interesting – let’s do it!” But that’s not the normal process, because for the rest of the cast for example, we work with a casting agent named Suzanne Goddard-Smythe – she lives in LA – and she is a casting director for films and TV series. And usually, what we do is just talk about the characters and say “okay, we need this type of person, and this is his part and this is the kind of role he has”, and then she meets, sometimes 200 or 300 actors, chooses maybe 80 and then she makes a short selection of maybe 5 that I meet in person. And then I meet these actors and make my choice. So, that was the process for Eric Winter and Kadeem Hardison who are in other roles, and most other actors who are in the game.

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And so, in particular, did you find that Ellen and Willem – or actors of that calibre and that name recognition – are generally more open to working in the medium now?

Yeah, in the case of Ellen and Willem, that was really the case. I mean, for Ellen we just sent her Heavy Rain and some press reviews, and the script for BEYOND: Two Souls and told her why we thought she would be amazing in the role. And then we met, and explained in more detail what shooting would be like, and yeah, she was just interested in the experience that was something new to her and I guess she was interested in the script and it was as simple as that. But you know, you can meet different actors; some actors are just interested in money and will do anything if you give them the right amount of dollars. And some people are not interested at all; they just don’t want to hear about video games because they think all video games are the same and they don’t want to be a part of this. So there’s different people will different reactions – you just need to find the right fit between the talent that you need and also the right mindset for these people. And this is exactly what we got with Ellen and Willem; they just wanted to try this new thing that was totally new for them and they wanted to be a part of it. That was the ideal situation.

What do you think was the biggest challenge for yourself and the team during the developmental cycle for the game?

Oh my God, the entire thing was a challenge to be honest; it was actually much bigger and more ambitious than we initially thought, and there were production challenges, technical challenges… and you know, initially we feared that working with Hollywood actors would be the biggest challenge and actually, that was the smoothest part because they were extremely professional and they came very well prepared. So honestly, working with them was a walk in the park. But there were some technical issues, especially when we worked on the ghost part, because usually you optimise your engine so, for example, what’s behind this wall doesn’t exist at all so we don’t need to think about it. But now, we had this ghost who could go through this wall and see what’s on the other side, or he could go very high and have a very large view of the sets so that’s another issue in a matter of optimisation. So we had to come up with very detailed environments and characters that could hardly be optimised because, as a ghost, you could get really close to anything and have a very large view of everything, so that was the ultimate challenge.

We didn’t want any loading screens during the game, so when you load your first scene there is a loading screen, but once it’s loaded you can play the entire game without seeing another loading screen. And that was another challenge because, actually, the game is streaming in the background all the time just to pre-load what’s coming next. So that was another challenge. And also, the nature of the experience that is always very different… you know, there are not two scenes that play the same way, and even within the same scene, gameplay can change very significantly. And there were some very challenging parts. There is a scene where Jodie runs down a slope and, my God, we spent a month for 30 seconds of gameplay, just to make it right and have the camera where it’s supposed to be, have the right pacing and just give you this feeling of being chased and you just running as fast as you can, and that took a lot of time. And there are many moments like this in BEYOND: Two Souls that may be very short in the final experience, but took a lot of time to be made.

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And so you’ve actually gone to a few film festivals such as Tribeca because of the connections to the game and the nature of the storytelling; have you received some sort of gauge for the reception from that community to the project? A community who may not have been familiar or educated on the medium at all beforehand?

You know, it was a great honour to be the first game to be a part of the Official Selection of a film festival, especially when it’s as prestigious as Tribeca. So it was interesting because I think – the people at Tribeca – they wanted to talk about the different forms of storytelling, and they thought that what we were doing was exactly what they were looking for. So it was a great opportunity to put a game like BEYOND: Two Souls in front of an audience that was a film audience. And it was interesting because they didn’t know what to expect. They heard about the game, they knew it was featuring Ellen Page, etc., but at the same time, when I talked to people in the theatre before they could see the projection, they thought “oh, is this going to be about shooting, is this going to be about driving… what kind of video game is this?”

So there were a lot of pre-conceived ideas about what a video game was supposed to be. And actually, we showed them this scene where Jodie is a homeless girl, and she lives under a bridge and needs to find a way to make money to buy some food… and I think they were a little bit taken by surprise [Laughter]. And it was good. And that was also the first time that Ellen Page could see an entire scene, and she told me she was really surprised too. I mean, she shot all these things, but when you shoot things alone on an empty suit in this mo-cap suit, you don’t realise how it’s going to be and what the final result will be when it’s going to be filmed and with the music and all this stuff. So I think she was really pleased with the result.

With Heavy Rain, you had the four main protagonists and at certain points, they can die, but the story continues and is obviously shaped by their passing in many ways. With BEYOND: Two Souls, you have only one in Jodie, and so that concept of continuing after death can’t really work. We know you’re not a fan of retry screens, so with those facts in mind, how branching can the game get? Will there instead be decisions made that may not lead to death, but an entirely different section or path that you maybe wouldn’t ordinarily seen if you played it another way?

Oh yeah, of course. The first thing I want to say is that we didn’t try to replicate the experience that was Heavy Rain. Heavy Rain is Heavy Rain; it had its own style, tone, language… but BEYOND: Two Souls is a different experience where we’re trying to explore different moods. And depending on how you play, there will be entire parts or scenes that you will see or miss. It really depends on how you play and there will be many different consequences to your actions. Although Jodie can’t die the way that characters did in Heavy Rain, many other things can happen.

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From the more recent footage that we have seen, it’s become clear just how varied the situations, locales and experiences are that Jodie gets into. Again, not to compare anything to film, but in terms of storytelling techniques on a whole, we see it more often in film where a tone can flip across the acts and it draws people out of their engagement and comes across disconnected and abrasive. Did you ever have that thought or concern in the back of your mind when writing the story out?

You know, actually, that was never a concern for me because I had the entire story in mind and knew what kind of journey it would be. I was fine with this idea that it could be a little bit disorienting for people at first to jump through time and see her as a kid and then a teenager and then an adult, but I knew that slowly that would build something stronger; as the pieces of the puzzle would fall into place, all of these things would start to make sense and it would create a very interesting dynamic for the narrative where the player – instead of just watching the story being told – would actually have to connect the dots by themselves and really see the consequences of something before seeing the causes, which would create this momentum that I was looking for. And that’s really the feedback we have from the first people that played the game, is that “oh, we were a bit lost at first, but things fall into place and it truly makes sense and makes the experience stronger”. So that’s what I was hoping for, and from the first people that played the game, this is what seems to happen.

That’s good to hear. And finally, just quickly, we saw with the Dark Sorcerer demo that you guys are exploring emotions and genres outside of what we’ve seen so far. A comedy game in particular is something that hasn’t been done much, especially not in the last decade or more. Do you think that genre could be the basis for an entire game, would you be willing to explore that further and do you think it would require some supporting elements from other genres, like action, to stay interesting or engaging?

The Dark Sorcerer was just a prototype, so it’s not our next title, but I really enjoyed making it and I think there’s definitely the potential to create a comedy game. And I think it can be really interesting and funny to do and to play. I don’t think you need to incorporate, necessarily, action elements or anything. I think you could create a game that could be a romance, for example, just be a love story or just be a comedy. You don’t need the action element necessarily to make it interactive. And that’s something that will still need to be demonstrated but that’s something we strongly believe in.

Yeah, because that would be a wildly different experience, again…

Yeah, it would be fun. Who knows, maybe we will do it someday.

Awesome, well thanks so much again for your time!

Oh thank you.


We want to thank David Cage for taking the time for us, and to PlayStation Australia and Hausmann Communications for organising the interview and making it possible. BEYOND: Two Souls comes out October 9th nationwide, exclusive to the Sony PlayStation 3. You can download a demo come October 3rd.