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* EnjoyTheStorySkipTheGame: For a certain kind of enjoyment at any rate. The story is deemed SoBadItsGood by most, and provide many delightfully {{Narm}}-y moments, and the open world cyberpunk setting it takes place in does admittely show lot a bit of in promise in its ambition, though it cannot quite live up to it (and Music/DavidBowie plays a character!). The gameplay, however, is seen by many as tedious at best, and an absolutely miserable slog to get through at worst. For the bulk of the gameplay, the player is tasked with advancing the story by wandering the HubLevel to find locations where the next story-event takes place because on descriptions, which is made harder that it has any right to be, by a combination of samey environments that are hard to navigate and having to walk long distances a lot of the time. Whenever in a mission area, the gameplay is occasionally broken up by FightingGame sequences and FirstPersonShooter sequences, but these {{Unexpected Gameplay Change}}s very quickly wear out their welcome by being half-baked and having awful controls respectively.
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* EnjoyTheStorySkipTheGame: For a certain kind of enjoyment at any rate. The story is deemed SoBadItsGood by most, and provide many delightfully {{Narm}}-y moments, and the open world cyberpunk setting it takes place in does admittely show lot a bit of in promise in its ambition, though it cannot quite live up to it (and Music/DavidBowie plays prominently appears in the role of a recurring character!). The gameplay, however, is seen by many as tedious at best, and an absolutely miserable slog to get through at worst. For the bulk of the gameplay, the player is tasked with advancing the story by wandering the HubLevel to find locations where the next story-event takes place because on descriptions, which is made harder that it has any right to be, by a combination of samey environments that are hard to navigate and having to walk long distances a lot of the time. Whenever in a mission area, the gameplay is occasionally broken up by FightingGame sequences and FirstPersonShooter sequences, but these {{Unexpected Gameplay Change}}s very quickly wear out their welcome by being half-baked and having awful controls respectively.
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* EnjoyTheStorySkipTheGame: For a certain kind of enjoyment at any rate. The story is deemed SoBadItsGood by most and the open world cyberpunk setting it takes place in does admittely show lot a bit of in promise in its ambition, though it cannot quite live up to it. The gameplay, however, is seen by many as tedious at best, and an absolutely miserable slog to get through at worst. For the bulk of the gameplay, the player is tasked with advancing the story by wandering the HubLevel to find locations where the next story-event takes place because on descriptions, which is made harder that it has any right to be, by a combination of samey environments that are hard to navigate and having to walk long distances a lot of the time. Whenever in a mission area, the gameplay is occasionally broken up by FightingGame sequences and FirstPersonShooter sequences, but these {{Unexpected Gameplay Change}}s very quickly wear out their welcome by being half-baked and having awful controls respectively.
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* EnjoyTheStorySkipTheGame: For a certain kind of enjoyment at any rate. The story is deemed SoBadItsGood by most most, and provide many delightfully {{Narm}}-y moments, and the open world cyberpunk setting it takes place in does admittely show lot a bit of in promise in its ambition, though it cannot quite live up to it.it (and Music/DavidBowie plays a character!). The gameplay, however, is seen by many as tedious at best, and an absolutely miserable slog to get through at worst. For the bulk of the gameplay, the player is tasked with advancing the story by wandering the HubLevel to find locations where the next story-event takes place because on descriptions, which is made harder that it has any right to be, by a combination of samey environments that are hard to navigate and having to walk long distances a lot of the time. Whenever in a mission area, the gameplay is occasionally broken up by FightingGame sequences and FirstPersonShooter sequences, but these {{Unexpected Gameplay Change}}s very quickly wear out their welcome by being half-baked and having awful controls respectively.
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* EnjoyTheStorySkipTheGame: For a certain kind of enjoyment at any rate. The story is deemed SoBadItsGood by most and the open world cyberpunk setting it takes place in does admittely show lot a bit of in promise in its ambition, though it cannot quite live up to it. The gameplay, however, is seen by many as tedious at best, and an absolutely miserable slog to get through at worst. For the bulk of the gameplay, the player is tasked with advancing the story by wandering the HubLevel to find locations where the next story-event takes place because on descriptions, which is made harder that it has any right to be, by a combination of samey environments that are hard to navigate and having to walk long distances a lot of the time. Whenever in a mission area, the gameplay is occasionally broken up by FightingGame sequences and FirstPersonShooter sequences, but these {{Unexpected Gameplay Change}}s very quickly wear out their welcome by being half-baked and having awful controls respectively.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process
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* UncannyValley: [=NPCs=] have a bad habit of resetting to a neutral expression during cutscenes after they've delivered their dialogue, which can lead to bizarre behavior such as Kay'l's girlfriend expressing her worry over not having seen Kay'l in days, only to suddenly switch to a blank, slack-jawed expression when she's done.
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* CompleteMonster: [[BigBad Astaroth, Prince of Infernal Darkness]], was [[SealedEvilInACan sealed away]] after trying to conquer Phaenon. From his prison, Astaroth, to restore his power, hijacked the supercomputer Ix and sent his Demons to prey on and [[SoulEating consume the souls]] of the people. Said souls would be sent to the Reservoir to be tortured, the pain restoring Astaroth's strength. Astaroth also [[TheFourthWallWillNotProtectYou created the game itself to ensnare the gamers in our universe and eat their souls]], his ultimate goal to [[MultiversalConqueror enslave both his universe and ours]], devouring millions of souls to do so.
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* CompleteMonster: [[BigBad [[DemonLordsAndArchdevils Astaroth, Prince of Infernal Darkness]], was [[SealedEvilInACan sealed away]] after trying to conquer Phaenon. From his prison, Astaroth, to restore his power, hijacked the supercomputer Ix and sent his Demons to prey on and [[SoulEating consume the souls]] of the people. Said souls would be sent to the Reservoir to be tortured, the pain restoring Astaroth's strength. Astaroth also [[TheFourthWallWillNotProtectYou created the game itself to ensnare the gamers in our universe and eat their souls]], his ultimate goal to [[MultiversalConqueror enslave both his universe and ours]], devouring millions of souls to do so.
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Approved by the thread.
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* CompleteMonster: [[BigBad Astaroth, Prince of Infernal Darkness]], was [[SealedEvilInACan sealed away]] after trying to conquer Phaenon. From his prison, Astaroth, to restore his power, hijacked the supercomputer Ix and sent his Demons to prey on and [[SoulEating consume the souls]] of the people. Said souls would be sent to the Reservoir to be tortured, the pain restoring Astaroth's strength. Astaroth also [[TheFourthWallWillNotProtectYou created the game itself to ensnare the gamers in our universe and eat their souls]], his ultimate goal to [[MultiversalConqueror enslave both his universe and ours]], devouring millions of souls to do so.
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The PC version wasn’t a port, the Dreamcast version was.
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* PortingDisaster: The PC port is a mess of [[GameBreakingBug game-breaking]] glitches which range from "mildly irritating" to "rendering the game completely unplayable". Unfortunately, as the other major release for this game was on the UsefulNotes/SegaDreamcast, this is really the only available option if someone still wants to play the game.
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* DisappointingLastLevel: Background lore in the game would lead one to believe the last leg would be a climactic assault on the Legate's palace, and from there to discover the location of the supercomputer Ix and descend there. Instead, at a point that feels like it should be at most two thirds through the game, you just sort of come across a cave system that leads you to the resting place of an ancient hero where you pick up a mythical sword and then teleport right to Astaroth. The ending cinematic tells you at the same time the resistance assaulted the Legate's palace and Ix, offscreen.
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** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of Music/DavidBowie's openness to novelty.
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** The story behind it makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of Music/DavidBowie's openness to novelty.
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* DesignatedHero: The Nomad Soul (aka, you, the player) seemingly kills the souls within the bodies that he possesses. If he doesn't, then he certainly does when the body dies or when he leaves it; in the latter case it fades away permanently. This results in the protagonist killing lots of innocents -- sometimes even outright good guys! -- in the course of solving the game's puzzles. The morals of this are never commented on by anyone in the game, ever; they just praise you for being such a heroic person instead.
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* DesignatedHero: The Nomad Soul (aka, you, the player) seemingly kills player), ''maybe''. You can get the souls within the bodies that he possesses. If he doesn't, then he certainly does people you possess outright killed, but even if you don't they will fade away permanently when you take over a new body. This is never addressed one way or the body dies or when he leaves it; other in the latter case story. If it fades away permanently. This means what it looks like, this results in the protagonist killing lots of innocents -- sometimes even outright good guys! -- in the course of solving the game's puzzles. The morals of this are never commented on by anyone in the game, ever; they just praise you for being such a heroic person instead.
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* SoBadItsGood: "Training Room" is one of the most well-known songs in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
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* SoBadItsGood: SoBadItsGood:
** This being a David Cage game, ''Omikron'' has garnered this reputation among most of those who've played it, with the general sentiment being that the game is so swallowed up in its own pretentiousness that it becomes hilarious to watch.
** "Training Room" is one of the most well-known songs in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
** This being a David Cage game, ''Omikron'' has garnered this reputation among most of those who've played it, with the general sentiment being that the game is so swallowed up in its own pretentiousness that it becomes hilarious to watch.
** "Training Room" is one of the most well-known songs in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
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* DesignatedHero: The Nomad Soul (aka, you, the player) seemingly kills the souls within the bodies that he possesses. If he doesn't, then he certainly does when the body dies or when he leaves it; in the latter case it fades away permanently. This results in the protagonist killing lots of innocents - sometimes even outright good guys! - in the course of solving the game's puzzles. The morals of this are never commented on by anyone in the game, ever; they just praise you for being such a heroic person instead.
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* DesignatedHero: The Nomad Soul (aka, you, the player) seemingly kills the souls within the bodies that he possesses. If he doesn't, then he certainly does when the body dies or when he leaves it; in the latter case it fades away permanently. This results in the protagonist killing lots of innocents - -- sometimes even outright good guys! - -- in the course of solving the game's puzzles. The morals of this are never commented on by anyone in the game, ever; they just praise you for being such a heroic person instead.
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* DesignatedHero: The Nomad Soul. See MoralEventHorizon.
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* DesignatedHero: The Nomad Soul. See MoralEventHorizon.Soul (aka, you, the player) seemingly kills the souls within the bodies that he possesses. If he doesn't, then he certainly does when the body dies or when he leaves it; in the latter case it fades away permanently. This results in the protagonist killing lots of innocents - sometimes even outright good guys! - in the course of solving the game's puzzles. The morals of this are never commented on by anyone in the game, ever; they just praise you for being such a heroic person instead.
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** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame was VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of Music/DavidBowie's openness to novelty.
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** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame was VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of Music/DavidBowie's openness to novelty.
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* SoBadItsGood: "Training Room" is one of the most well-known song in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
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* SoBadItsGood: "Training Room" is one of the most well-known song songs in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
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* LoveItOrHateIt: Just like all of David Cage's games, this is regarded either as a genre-defying masterpiece or a pretentious mess of a game with no in-between.
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* BrokenBase: Just like all of David Cage's games, this is regarded either as a genre-defying masterpiece or a pretentious mess of a game with no in-between.
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* LoveItOrHateIt: Just like all of David Cage's games, this is regarded either as a genre-defying masterpiece or a pretentious mess of a game with no in-between.
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* UncannyValley: NPCs have a bad habit of resetting to a neutral expression during cutscenes after they've delivered their dialogue, which can lead to bizarre behavior such as Kay'l's girlfriend expressing her worry over not having seen Kay'l in days, only to suddenly switch to a blank, slack-jawed expression when she's done.
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* UncannyValley: NPCs [=NPCs=] have a bad habit of resetting to a neutral expression during cutscenes after they've delivered their dialogue, which can lead to bizarre behavior such as Kay'l's girlfriend expressing her worry over not having seen Kay'l in days, only to suddenly switch to a blank, slack-jawed expression when she's done.
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* UncannyValley: NPCs have a bad habit of resetting to a neutral expression during cutscenes after they've delivered their dialogue, which can lead to bizarre behavior such as Kay'l's girlfriend delivering a sad line of dialogue with proper facial expressions, only to suddenly switch to a blank, slack-jawed expression when she's done.
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* UncannyValley: NPCs have a bad habit of resetting to a neutral expression during cutscenes after they've delivered their dialogue, which can lead to bizarre behavior such as Kay'l's girlfriend delivering a sad line of dialogue with proper facial expressions, expressing her worry over not having seen Kay'l in days, only to suddenly switch to a blank, slack-jawed expression when she's done.
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* UncannyValley: NPCs have a bad habit of resetting to a neutral expression during cutscenes after they've delivered their dialogue, which can lead to bizarre behavior such as Kay'l's girlfriend delivering a sad line of dialogue with proper facial expressions, only to suddenly switch to a blank, slack-jawed expression when she's done.
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* BrokenBase: Just like all of David Cage's games, this is regarded either as a genre-defying masterpiece or a pretentious mess of a game with no in-between.
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* SoBadItsGood: It's one of the most well-known song in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
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* SoBadItsGood: It's "Training Room" is one of the most well-known song in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
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Hell Is That Noise is not YMMV.
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* HellIsThatNoise: [[https://www.youtube.com/watch?v=VL3_Hu6nHRU Training Room]], which sometimes plays during fights.
** SoBadItsGood: It's one of the most well-known song in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
** SoBadItsGood: It's one of the most well-known song in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
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* HellIsThatNoise: [[https://www.youtube.com/watch?v=VL3_Hu6nHRU Training Room]], which sometimes plays during fights.
**SoBadItsGood: It's one of the most well-known song in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
**
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* DesignatedHero: The Nomad Soul. See MoralEventHorizon.
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** SoBadItsGood: It's one of the most well-known song in the game, even overshadowing David Bowie's contributions, which is certainly quite the feat.
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* HellIsThatNoise: [[https://www.youtube.com/watch?v=lVTyYehUHRY Training Room]], which sometimes plays during fights.
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* HellIsThatNoise: [[https://www.youtube.com/watch?v=lVTyYehUHRY com/watch?v=VL3_Hu6nHRU Training Room]], which sometimes plays during fights.
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* HellIsThatNoise: [[https://www.youtube.com/watch?v=lVTyYehUHRY Training Room]], which sometimes plays during fights.
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* MoralEventHorizon: The Nomad Soul crosses it when [[spoiler: he kills his then-current body in order to trick a kindhearted non-human animal tender into trying to help and then possessing said animal tender, so he could move a big rock using one of his pack animals. All this despite the fact that he could have simply ''asked'' the guy to use one of the animals to move the boulder.]]
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* PortingDisaster: The PC port is a mess of [[GameBreakingBug game-breaking]] glitches which range from "mildly irritating" to "rendering the game completely unplayable". Unfortunately, as the other major release for this game was on the UsefulNotes/SegaDreamcast, this is really the only available option if someone still wants to play the game.
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* CrowningMusicOfAwesome: Having someone like David Bowie to compose the OST of your video game wasn't really common in 1999.
** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame was VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of DavidBowie's openness to novelty.
** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame was VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of DavidBowie's openness to novelty.
to:
* CrowningMusicOfAwesome: SugarWiki/AwesomeMusic: Having someone like David Bowie to compose the OST of your video game wasn't really common in 1999.
** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame was VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation ofDavidBowie's Music/DavidBowie's openness to novelty.novelty.
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** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame was VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of
----
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* CrowningMusicOfAwesome: having someone like David Bowie to compose the OST of your video game wasn't really common in 1999.
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* CrowningMusicOfAwesome: having Having someone like David Bowie to compose the OST of your video game wasn't really common in 1999.
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* CrowningMusicOfAwesome: having someone like David Bowie to compose the OST of your video game wasn't really common in 1999.
** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame was VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of DavidBowie's openness to novelty.
** The story behind makes it even more awesome. As the game and universe were in an early stage of development, the staff started to think about the music that should go with the whole story. Given that it was a weird alternate universe, David Bowie came on the table pretty often. They finally decided to licence songs from Bowie. A meeting was scheduled at Eidos' headquarters in London between David Cage (head of Quantic Dream) and David Bowie. David Cage told in an interview that he couldn't believe that David Bowie would actually be there. He kept supposing Bowie would cancel. He didn't. But the meeting didn't turn out as David Cage had hoped. David Bowie basically told him that he found the idea of licencing his music for a videogame pretty uninteresting. But that he found the idea of designing the whole music for a videogame was VERY interesting. And that's how David Bowie spent several months in Paris discussing with the game designers to understand the setup, the world, the ambiance of the game, and composed songs in the hotel with Reeves Gabrels based on what he understood. A fine example of artistic collaboration, and a confirmation of DavidBowie's openness to novelty.