Code-named “Project Kujira” (Japanese for ‘Whale’), Island of the Sacred Beasts was envisioned not as a traditional action-platformer, but as a , similar to Heavy Rain or Beyond: Two Souls . The keyword “3DCG” is crucial here. Unlike the in-engine cutscenes of previous titles, this project aimed for pre-rendered, cinematic-quality character models at all times, blurring the line between gameplay and cinema.