Category Archives: Technology
If you want to have your mind (nostalgically) blown by a talking Cockney frog without the use of any illegal substances, this video is for you.
And if you don’t, you either need therapy or a kind and understanding cell-mate.
If, like me, you can’t stop thinking about Quantic Dream’s wonderful was-it-really-just-a-tech-demo Kara, here’s a fix to satisfy you for a while. Reminiscent of the enjoyable behind-the-scenes videos that came with Heavy Rain, the above video gives you a little glimpse into what it took to create Kara’s story. Incidentally, it also features Valorie Curry, the actress who played Kara; if that doesn’t sell it for you, I don’t know what will.
If you still want more, here’s an interview of David Cage (courtesy the European PlayStation blog) where he discusses the amount of work that was put into Kara, and where Quantic Dream wants to go from here. (A particular highlight is around the 5:50 mark, when Cage gives Ms. Curry one of the more cringe-worthy compliments I’ve heard recently.) Check it out after the break.
Quantic Dream, the people behind the critically acclaimed Heavy Rain, released the above tech demo – titled ‘Kara’ – during the Game Developer’s Conference. David Cage, founder and lead game designer, was quick to stress that Kara is not an announcement of a game in itself, but rather an indicator as to the direction Quantic Dream will be heading in with its next release. Cage wasn’t very forthcoming with more details, only revealing that the technology behind Kara was at version 1.0 when the clip was made but is now at version 3.0, and that he hopes to show us even more impressive examples of this technology soon.
Hitman : Absolution seems to be taking the low-key path to retail, as befits a game about a stealthy assassin. Now and then, a couple of tidbits do leak out, however; such as this screenshot showcasing Hitman : Absolution’s ‘crowd technology’, which reportedly allows for ‘very dense crowds which allow players to both interact with and influence the behavior of each individual character.’ If you ignore the suspiciously co-ordinated clappers to the left (seriously, they look like a flash mob), it actually looks pretty good.