When the player happens to lose in Beyond: Two Souls, a black screen will not appear and say “Game Over”, as it does for many other games.
Creator of the game David Cage was at the recent Gamescom event promoting the upcoming title, and explained how the failed task of a player can impact feelings towards the”story-driven experience”.
Cage states, “I’ve always felt that ‘game over’ is a state of failure more for the game designer than from the player. It’s like creating an artificial loop saying, ‘You didn’t play the game the way I wanted you to play, so now you’re punished and you’re going to come back and play it again until you do what I want you to do.’ In an action game, I can get that – why not? It’s all about skills. But in a story-driven experience it doesn’t make any sense.”
He also informs that the main character can die, but instead of starting all over again, the death will lead you to another path.
“It’s a game about death, so you can imagine that death plays a role in all of this. Actually, it’s one of the big discoveries – one of the big mysteries in the game is to discover what’s on the other side. And it’s definitely not a black screen.”
To give you a good in story example, there is a part where Jodi is being pursued by officers on a speeding train. If the player is not able to escape officers, they won’t see a rooftop battle. They will be given an alternate game path where she will have to escape the officers that caught her.
Expect to see many interesting happenings in this game, from different story routes to even wanting to die to see what happens next.
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