They had a significant amount of texts to learn by heart, due to all the different choices that the player could make. Interactive dialogues were particularly demanding for the actors. We all had a big laugh looking at the props, but it did the job! Oh yeah, the two seats and the wheel are… the car. It is always a special moment where you discover if the chemistry between actors works… and to my big relief, it did. It was a very interesting moment to see two fantastic actors working together for the first time. We’d shot with Elliot for two weeks, but it was Willem’s first day. The scene when Jodie and Dawkins talk in the car in the intro of the scene THE PARTY was the very first time we had both actors on set. Working with all kinds of actors, from kids to Hollywood stars, has been one of the interesting aspects of this game an opportunity to meet fantastic people, famous or not, who share passion for their roles and give their best on set. We hired tutors to teach her acting for a year to prepare her to be on stage with Willem Dafoe, and she did a fantastic job − not being impressed (by working with world famous actors) at all! Working with little Caroline Wolfson (who plays the young Jodie Holmes) has been a fascinating experience. It may be disorienting for some, but experimenting with this different approach was truly fascinating and created a very different narrative experience for the players who started the game with an open mind and were ready to let the game take them on a very unique journey. Playing with chronology was also something interesting to me. The story is just a mix of feelings: how it feels to be abandoned, to be left aside at a birthday party, to feel desperate and alone, to be betrayed and to be homeless and moments I have experienced myself.Īlthough the plot evokes CIA and supernatural powers, it is not what the story is really about.įor me, the most important parts are the underlying themes, the subtext and it was really fascinating how some people responded very positively connecting some moments of the game to things they experienced in their personal life. There are probably many influences that players will notice, but I wasn’t aware of any while I was writing. It was a story that was more personal, far from the traditional influences of films or games. This trip allowed me to meet our fans over there and to see more about a very exciting and inspiring part of the world.Īctually, BEYOND: Two Souls™ is probably the least-influenced story I’ve written in my career. I’ve travelled a lot to promote our games over the past 20 years, but I knew little about Asia. Last but not least, I did a promotional tour across the Middle East and Asia including Dubai, Singapore, Hong Kong, Taiwan, Seoul, Tokyo and Sydney… and it left a very strong impression on me. Our games are made by a very talented team and it was great to have everyone there, and to thank them for their passion, talent and hard work. I also remember the premiere in Paris when all of the team was on stage, which was a very emotional moment for us. I guess I will remember moments like the first meeting with Elliot in a bar in LA and our first meeting with Willem on the terrace of his apartment in Rome, where we did a reading of the script together.
Creating games like BEYOND: Two Souls™ is really a journey for the team and myself with moments of enthusiasm, frustration, hope and stress.