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.
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.
When you try to create something different, there is always a mix of enthusiasm and skepticism, and I think this is fair.
Stories are emotional journey where we can project ourselves emotionally in another space.
If 'Heavy Rain' is a huge commercial success, it will show everybody in the industry that the world is sick of first-person shooters, that people are ready for an adult gaming experience. If we fail, it will say, 'Please keep making the same old stuff.'
In a movie, you're just passive; you're just watching a story that is told to you. But in games, I saw that you could be the main protagonist: you could be in the shoes of the hero and make the decisions.
With 'Detroit,' we realized that we wanted to create an experience that could be meaningful.
Choices are a very important part of our lives.
We, as individuals, are defined by the choices we make. Some of our decisions can have very significant consequences and totally change the courses of our lives.
The right way to enjoy 'Heavy Rain' is really to make one thing because it's going to be your story. It's going to be unique to you. It's really the story you decided to write.
'Heavy Rain' was my baby, my reason to live, and my oxygen for four years. And seeing the successful release of the game has been the most extraordinary reward I could have dreamt of, after years of working in the dark.
The first movies were made by technicians building their own cameras. Movies became an art when technicians worked on the technique and artists took care of the content.
When you believe games can only be toys for kids and that you are successful at doing this, why would you look further and take risks exploring new directions?
Innovation is a big risk. It can also be a big reward - but a big punishment if you fail.