

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.
