Game Editorials and Comics May 2018
David de Gruttola, aka David Cage – the creator of Fahrenheit, Heavy Rain and Beyond: Two Souls – has for years been considered one of the greatest video game designers, oftentimes viewed as peer to Hideo Kojima or Sid Meier; deemed one of the paramount visionaries of the industry. And I can never shake off the feeling that delivering solid stories has been something he never seems to be able to accomplish. It's a great and perplexing paradox that Cage's games, which are entirely story-based, can be so successful if it's exactly the story that's their weakest link.
Schnapps didn't help me save... So I tried to save the game with schnapps and it's not working!
It's actually been over four years since PlayStation 4 was released, and the rumors concerning the specification of a successor have been increasingly widespread, same as voices of analysts predicting that PlayStation 5 will be released sooner than you could expect. Would that be a good decision? Do we really need the next generation so soon, and who would it actually benefit?
There seems to exist an opinion, prevailing among serious videogame publishers, which says that the time of cinematic, linear stories in videogames has passed. That the new is coming and that video games as online service is the way to go. I couldn't disagree more. I think – and I conclude this after considering many cases, both recent and more distant – that there's nothing that sells a game better, nine times out of ten, than a proper, closed storyline with a definitive beginning, middle and end. Here, I will try to explain my approach, aiming to prove that linearity in video games is going to prevail and thrive during the coming years, despite the current fads.