A biography for David Cagehasn’t been written yet.
“I hope that there will be more and more games that will have something to say and become a little bit more meaningful.”
“Working on 'Beyond,' I try to give an explanation to death that's different from the explanation religions have to give. So I made up my own story around all this and how life and death and souls work.”
“Our goal is to develop our studio as a global, multifranchise company while remaining an independent studio.”
“Games are quite shy at talking about different things. Most are about facing hordes of monsters or saving the world or whatever; few games actually talk about the real world, about real people, about their relationship, their emotions, their feelings.”
“I think the difference between 'Heavy Rain' and 'Beyond' is that 'Heavy Rain' still had a lot of references to films. Especially in the mood, and it was a dark thriller... where, in 'Beyond,' we tried to create something truly original and doesn't refer to anything.”
“I'm inspired by film-makers such as Ridley Scott, David Fincher, Orson Welles.”
“I wish more people would be allowed to take risks and try new things and new ideas because new ideas are what this industry desperately needs. I mean, how many shooters can you make?”
“I love unusual games, games that dare to be different and that are not based on violent actions.”
“I wish that there were more games having the courage to talk about more subversive topics. Talking about politics, sexuality, human relationships.”
“Some people are shocked when a game evokes real-world issues. But this platform is about becoming the characters, not just seeing them from the outside, like in a film.”
“'Heavy Rain' is a cousin of the 'Choose Your Own Adventure' books.”
“When you try to create something different, there is always a mix of enthusiasm and skepticism, and I think this is fair.”
“We want to satisfy our fans, but we want to surprise them, too. That's our challenge.”
“Some media used to talk about video games only to say how violent or addictive they could be. With 'Heavy Rain,' they talked about the story of the game and the emotions they felt while playing.”
“'Heavy Rain' is really 'Fahrenheit' with more experience, more maturity, and probably a better vision and understanding of how this type of experience can be created.”
“I never write with constraints, which I don't know if it is a good thing or a bad thing.”
“I don't think that photorealism is required to offer emotions. You can have very abstract characters and renderings offering the same type of emotions - look at Pixar movies: they're not photorealistic; they're stylised, and it doesn't prevent emotion from happening.”
“I disagree that injecting emotion into a game comes at the expense of the playing experience.”
“With 'Heavy Rain,' we're creating something that changes many traditional game paradigms.”
“Technology must remain a tool. It's a great tool, but technology is the pen to write the book. It's not the book. If you have a great pen, maybe you'll write faster or it will look better, but at the end, you have something to say, or you don't.”