1. Come on then lets get a list of names down for who's got this so we can start partying up and get some private matched going. http://www.vgforums.co.uk/threads/cod-ww2-ps4-role-call.10312/
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Discussion in 'Role Playing Games' started by Riddler_Tam, Oct 29, 2015.

  1. Hi everyone. Some of you might remember a PS3 tech demo called KARA that we released in 2012. It was about an android who discovered she could feel emotions and appeared to be sentient. Many people were deeply moved by this character and felt empathy for this character who just wanted to live. But everyone had the same question: what happens to Kara when she leaves the factory?

    I kept asking myself the same question since we released this short. I knew I had to find out!

    So we imagined our world in a near future where androids like Kara would look, speak and move like real human beings. We wondered how we – humans – would react if we were confronted with a new form of intelligence, how androids conceived as machines would be perceived if they started to have emotions.

    We didn’t want to do another story on AI (there are already so many great ones), we wanted to talk about what it means to be human and what it would be like to be in the shoes of an android discovering our world and their own emotions…

    I am really excited to announce that Quantic Dream‘s new title is called Detroit. This is our first teaser.

    details from the playstation blog

    Really enjoyed heavy rain and I look forward to seeing what quantic dreams can do with the next gen engine :cool:
  2. http://www.eurogamer.net/articles/2016-06-14-detroit-become-human-teases-new-lead-character

    Quantic Dream (Heavy Rain, Beyond: Two Souls) has revealed all new footage of its upcoming PS4 sci-fi thriller Detroit: Become Human.

    Unlike the last Detroit reveal, which featured a young robotic woman, this presentation focuses on a young man named Connor - who is also an android.

    Connor is being used by the police to talk down a madman who's taken a little girl hostage atop a roof. Only the madman isn't a man at all, but an android as well.

    Players will have to make various decisions about how to talk this renegade robot down. There are plenty of ways the scene can end and this latest trailer teases several of them.

  3. Buying defo. Looks decent

  4. When we released a short video called “Kara” in 2011, we never imagined where it would take us. Initially just a tech demo, the story of this female android wanting to be free moved millions of people online and won an award at the LA Short Festival, a first for a short based on a game engine.

    Since then, I tried to imagine what happened to Kara after she left the factory. I had to imagine a world, our world in 20 years – the city of Detroit reborn thanks to the android industry.

    I also imagined two other playable characters: Connor, the deviant hunter working with the humans and Markus, the leader of the android revolution.

    Since we introduced Detroit with a teaser focused on Kara, we released demos of Connor and Markus. We had to close the loop by showing a demo of Kara, which we are proud to do at Paris Games Week, the place where we revealed the game to the world for the first time.

    The scene we are presenting is a very important moment in Kara’s story: we discover that Kara is owned by a human, Todd Williams, the single father of a little girl called Alice.

    At this point, Kara is an obedient android in charge of taking care of the house and Alice – but the situation will turn out in an unexpected way. Confronted with Todd’s violence toward his little girl, Kara feels compelled to disobey and risk her life to save Alice.

    This is the beginning of an intense road trip that will take them – Kara the deviant android and Alice the little girl – through the darkest corners of Detroit in a journey of danger, fear, and hope.

    Detroit is the story of our world in twenty years, a world where androids that look like humans are treated like objects and have no rights. It is the story of three androids’ struggles: Kara escaping to protect a little girl, Markus fighting to be free, and Connor chasing deviants; three stories that may well determine the future of all androids.

    As the player, you will tell these three intertwined stories simultaneously through your actions and decisions. You will be confronted with difficult choices, moral dilemmas, and critical decisions that will shape the destiny of your characters and the future of their world.

    Your actions will significantly change the story. Choices made as one character may have an impact on the others. You will also need to remember that all three characters can die at any point, which won’t lead to a game over, but allow the story to continue without them…

    Detroit offers a very unique experience, something you have never played before. It is a spectacular and unexpected journey full of emotions, twists and turns, dangers and hopes, in the most branching experience ever created by Quantic Dream; where every choice matters.

    While playing Detroit, you will not only discover these three characters but many others, and we hope you will remember Connor, Markus, and Kara’s stories for a long time – three androids fighting to become who they are…

    Source playstation blog

  5. First came Connor, then Markus. Now finally with Quantic Dream revealing the third of its Detroit leads Kara at last month’s Paris Games Week, we thought it the best time to look back on the tech demo that sparked the android revolution. Five years after its creation, we asked David Cage to revisit the studio’s PS3 tech demo Kara, offering his commentary to the piece, and additionally, in this exclusive piece written for PlayStation Blog, offer his insight into the evolving technology that has helped define Quantic Dream’s games.

    Quantic Dream is one of the few studios in the world to develop a new engine for each game. The objective of this ambitious endeavor is to push the envelope (and the hardware) as far as we can and give our fans the best looking game possible. We also try to improve the quality of acting performances game after game, which is strongly related to the quality of our technology; our evolution from Kara to Detroit illustrates the progress we’ve made in these areas.

    The challenges that arose from Heavy Rain’s motion capture
    One of the objectives in making the Kara short was to create the entire sequence with performance capture – that is, to record body, face and voice simultaneously. By way of comparison, the shoot for our PS3 title Heavy Rain, released in 2010, was via ‘body’ motion capture, which meant facial movements and voice overs were shot separately. First we filmed all body animations, then we recorded voice and facial animations in a sound booth, hoping everything would sync together.


    All our actors did an amazing job, but it meant their performances were captured in two parts. As a result, the performances were disjointed – the eyes wouldn’t look in the right direction. It was very challenging (for both us and the actors) to get the level of performance we were looking for. So for the Kara short, we upgraded our motion capture system to be capable of recording body, face and voice all at once – what we call performance capture.

    We really wanted a setup that wasn’t intrusive, which meant no helmet, no face camera, no backpack and no wires. We wanted the setup to be as invisible and light as possible, so our actors could quickly forget it.

    So we installed a wireless mic for the actors to wear and developed a system for tracking markers without a helmet or a projector. A system precise enough to track eye movements simultaneously. Last but not least, we needed to capture data good enough to minimize the need for post-animations. We shot massive volumes of dialogue; we needed a system that could make this process as efficient as possible and for the final result to look fantastic.

    In short, we wanted high quality data captured with a very light setup, which was a very interesting challenge…

    How Kara helped refine the capture system for Beyond and Detroit: Become Human
    The Kara short is the result of this first iteration. When I saw the first captures, I realized that there was no going back. After Kara, we kept improving the precision of our capture system. We also greatly increased the area in which we could capture: working on Kara, we were capable of shooting one actor in performance capture in an area of two metres square; on Beyond it was four actors in nine metres square. On Detroit we were able to shoot six actors in sixteen metres square.

    The precision of the data we were able to capture has improved dramatically. We now capture details on Detroit that we on set would only see before.


    We have also continued to improve all the technologies that are linked to the acting performances. So, we’ve developed a muscle simulation system, a wrinkle simulation, a shot by shot lighting rig to allow for soft and detailed shadows, real time translucency (picture how your ears become red when there is a light behind you). These join many other technologies that you may not see, but all play an important part in what you see on screen.

    Since Kara’s 2012 debut, our rendering technology has also been through many iterations. The engine used for Kara was an evolution of Heavy Rain’s engine and the first version of Beyond: Two Souls’ engine. You see, after Heavy Rain, we wanted to improve the rendering of skin and eyes to allow for more subtle lighting and shadow on faces; we also worked on some improvements with our image rendering, especially in improving depth of field.

    We were satisfied with our progress. That said, I remember we all feared that the Kara demo would over-promise what we could deliver visually for our next game, 2013’s Beyond: Two Souls. Working on a short demo is always different to a full game! So we had many discussions as to whether it would be fair to show this short. In the end, we decided to present it because we were confident that Beyond would look at least as good as Kara, if not better.

    From Beyond to the Dark Sorcerer to Detroit: the evolution of Quantic Dream’s engines
    Beyond: Two Souls used another iteration of the same engine, which improved every single aspect of the tech. To my mind, the game looks considerably better than the Kara short. Then (2013 tech demo) Dark Sorcerer was a major step forward for the studio as it was our very first PS4 engine. It remains, for me one, of the best looking demos we have created.


    For Detroit: Become Human, we used a brand new engine again. We invested a lot of time in having optics that are physically correct. Virtual cameras have no limitations and so can emulate optics that cannot exist, sometimes resulting in visuals that are not very convincing to the human eye.

    For Detroit, we worked on making sure to use rules that are commonly accepted by our audience. This little change had a massive impact on the visual quality of the game. We added many new features, from bokkeh, advanced lens flares, improved lighting, real-time motion blur, volumetric lights, higher resolution on PS4 Pro and many others.

    This new engine, combined with our progress in performance capture, makes Detroit: Become Human the most advanced title ever produced by my studio. From Heavy Rain to Detroit, Quantic Dream continues to seek new ways and create new technologies to better capture and inspire emotion; they open new possibilities and give creators access to nuances and subtleties that were impossible before.

    Source playstation blog

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