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Heavy Rain

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Quantic CEO whines that used games cost him millions


Sep 12
// Jim Sterling
Quantic Dream CEO Guillaume de Fondaumiere has joined the ranks of the idiotic in whining about used games. Wait, aren't we supposed to only play Heavy Rain once, right? Surely he of all people should understand why it g...
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Heavy Rain goes light on violence and nudity for France


Aug 11
// Sven Wohl
Heavy Rain is getting a new, re-edited version for the French market called Heavy Rain – Version Modifiée. This is now the third version of the title, after the release of last year's version with Move support. T...
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Trademark hints that Quantic Dreams' Infraworld lives


Aug 04
// Nick Chester
Sony Computer Entertainment has filed a trademark for Infraworld, which has some speculating it could be the next project for Heavy Rain developer, Quantic Dream. A game by the name of Infraworld was previously in developmen...
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Smithsonian's 'Art of Video Games' art chosen


May 05
// Nick Chester
In March of next year, the Smithsonian American Art Museum will open its "The Art of Video Games" exhibition. It will showcase 80 games in an exploration of 40 years of videogames. Between February and April, the Smithsonian ...
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The Jimquisition: Games are not movies, get over it


Apr 18
// Jim Sterling
Oh hello, I didn't see you there! It's been a while since we had one of these stupid little videos, isn't it? Here's one for you. It has Escapist written on it for some reason. Don't worry about that.  The Jimquisition ...
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Cage: Compare games to films, drive the industry forward


Apr 11
// Jim Sterling
Heavy Rain director and Tommy Wiseau clone David Cage has been making more ludicrous assertions, this time demanding that the game industry move on from old methods ... by comparing them to older entertainment mediums. "...
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Wait ... Heavy Rain invented a genre?


Mar 18
// Jim Sterling
I had no idea Heavy Rain invented an entire new genre ... oh wait ... no it didn't.

Heavy Rain creator really likes Heavy Rain

Mar 17 // Jonathan Holmes
Here's the full quote from Mr. Cage: "We created the genre. We own the genre, and we want to show that Heavy Rain was not a coincidence or a lucky shot - that it was really something that makes sense and that we can build on."But at the same time I didn’t want to make a sequel. I made that very clear before knowing whether the game would be a success or a failure, because I want to show that it’s really a genre. Which means that you can use a similar drama to tell any type of story in any genre and in any style."So, we are going to explore different directions. Still very dark, still for adults, but completely different from Heavy Rain. We want to satisfy our fans, but we want to surprise them too. That’s our challenge." I have no doubt that whatever David Cage comes up with next, it will do very well, because he has developed a cultish following that worships everything he does. I've met many of these people in my time at Dtoid. A lot of them work in the print and TV sectors of the gaming press. They are generally the types of people that prefer film to gaming, but ended up being "stuck" writing about games. I get the sense that they're just dying for the day when games are as respected as movies in the eyes of the mainstream public, and that they view Heavy Rain, and games like it, as the path to get there. Basically, they don't care about games. They care about their agenda, which is seeing games (and therefore, their careers in the gaming press) get to the level that movies are at in terms of cultural acceptance. I think it goes without saying that I think the less of these people there are making games, writing about games, and playing games, the better for gaming as a medium. We're never going to get anywhere if we're constantly playing catch up to movies. Games have to transcend movies, on the their own merits, before non-gamers start taking the medium seriously. That's assuming we even care what non-gamers think.
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I still haven't played through all of Heavy Rain, because the parts I played were so corny, hamfisted and hackneyed that I couldn't go on. A red balloon slowly floating into the sky to symbolize the death of a child? Seriousl...

Out with the old, in with the total disrespect

Mar 03 // Jim Sterling
David Cage, in a clumsy attempt to appear intellectual and deep, has only succeeded in making himself look remarkably ignorant. He's not the only man to do it, either. This notion that tried-and-tested videogame tropes are "outdated" is not a new one. The idea that we should "forget" the language of videogames has been brought up before, and it disgusts me every time.  As I asked when I first heard Cage's statement -- why do we have to "forget" anything? Why must new ideas exist at the expense of old ones? There seems to be a common tendency among game developers to throw the baby out with the bathwater, to mock "old" ways of doing things, regardless of how well they worked. Just look at the way some publishers have embraced motion control, or 3D technology as the undeniable "future" of gaming. Whenever something fresh appears, people want to disparage what came before.  There is a reason why we're using "very old words" in modern times -- because they work. We still have bosses, missions and game over screens because millions of gamers still enjoy them. If they didn't work, they wouldn't have become such prominent and lasting parts of the medium. To disregard the accomplishments of past videogames in such an offhand, casual way is utterly jawdropping to me, and smacks of a man with no respect for the medium of videogames.  It takes no great amount of sleuthing to see that David Cage wishes he was a film director rather than a videogame maker. The tutorial for Indigo Prophecy featured Cage on a movie set, and the in-game menus even pretentiously called it a "movie." Heavy Rain's marketing constantly compared it to Hollywood productions and Cage regularly tried to distance it from games. Imagine, though, if a film director dismissed the entire structure of some of the world's most popular movies. "We should forget about the rules of movies -- a plot, protagonists and antagonists, an ending. These are very old words from a very old language." It's a shockingly blinkered attitude that commands us to ignore the very foundations upon which videogames have been built. Cage would have you believe he is a renaissance man, but these are the words of a troglodyte.  "Everything you can do with (old game) words has already been said. We need to create a new language to create new things." Really? You are SO confident that old gaming structures have said all that needs to be said? You really don't think we can tell new stories and craft new experiences with games that include bosses, missions and game over screens? What an utterly myopic thing to say. The Victorians, in their arrogance, believed that everything a human could invent had been invented in their era, blissfully unaware of the amazing technological leaps that would happen in the 21st Century. It takes a similar amount of staggering arrogance for someone to claim that "everything" has been said by established videogame structures.  I completely disagree, of course. Some of the most unique experiences this generation -- Metal Gear Solid 4, Deadly Premonition, BioShock -- are games that, love them or hate them, crafted original stories and did interesting things with established gaming conventions. Cage has wholesale dismissed the accomplishments of these titles because of the traditional nature of their framework. Now, I am all for innovation. I have certainly criticized the exclusive focus on "new" ideas before, but I am not against developers striving for something different. What thoroughly frustrates me, however, is when a developer like Cage comes along, who believes that innovation is accomplished through the destruction of the old. Rather than evolve this industry, he believes a complete revolution is needed. Simply burying established methods of interactive entertainment is to piss on the medium's history. If you don't have a healthy respect for the past, you have no right trying to shape the future.  I do not believe we need to "forget" the old to forge the new. In fact, I believe you can't forge the new without acknowledging, and appreciating, the old -- to know what has been done and working out what is yet to be done, to understand where we came from so that we know how to move ahead.  Beyond that though, I think Cage forgets that some of us still just want to have fun with our videogames. I appreciate a good story, and I adore the potential of interactive entertainment to provide a superior basis for narrative. Sometimes, however, I just want to shoot a big freakin' gun! Several developers and the members of the gaming press lament the state of this industry and its focus on fun. They want games that explore "the human condition" and seem to believe that titles like Gears of War or Mortal Kombat are detrimental to their cause, that their mere existence somehow "sets the industry back" and stops us from getting the mythical "Citizen Kane of gaming" that gets moaned about with tedious predictability. Sorry to burst your bubble, but here's the scoop -- WE CAN HAVE IT ALL! We can have big, dumb shooters. We can have introspective art games. We can have old game mechanics. We can have completely new ways of development. The key, friends, is in appreciating them ALL under one umbrella -- videogames. I don't understand why some people want to restrict what a videogame can be, while disingenuously trying to look like the voice of progress and open-mindedness.  The world of gaming is a varied, ever-changing, rapidly ambitious one, and there is always room for everything. We should not forget the old ways -- we should embrace them as part of the culture of gaming. We should applaud them for the years of fun they've provided, and the years of fun they will continue to provide. Bosses, missions, game over screens ... they aren't going away. They should not go away. People love games like that. That doesn't mean we can't have more games like Heavy Rain. It's heartening to see a uniquely presented title like Heavy Rain become a success, and I hope other fresh experiences become just as popular. I just don't understand why such games should become successful at the expense of traditional games.  If you believe established game mechanics are things that should be forgotten, then maybe you just don't like videogames ... and if that's the case, why the fuck am I entrusting the future of my favorite artistic medium to the likes of you?  Play Mario, and learn some damn respect.
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David Cage has said some rather pompous things in his time. This is, after all, the man that gave Heavy Rain sole credit for making the videogame industry a more meaningful medium. This past week at GDC, however, I belie...

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Deadwood creator adapting Heavy Rain film


Jan 27
// Jim Sterling
Deadwood creator David Milch is adapting Quantic Dream's Heavy Rain into a film, according to Variety. He'll be joining Bob Shaye and Michael Lynne in a collaboration between Unique Features and Warner Bros. "David Milch...
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Destructoid: Skyrim, Portal 2, and a Butt-Touchin' App


Jan 20
// Max Scoville
Good evening, Thunderkittens. I'm back again with a rad episode of The Destructoid Show. This one is full of important big-name stories that will cause endless fussing and cussing from our viewers. Right off the bat, I go ov...
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Cage: Heavy Rain made games a more meaningful medium


Jan 18
// Jim Sterling
David Cage's arrogance is unparalleled, even in an industry that sports Denis Dyack. Seemingly drunk on the fawning of his own fans, the Quantic Dream director has claimed that Heavy Rain opened doors for more maturity i...
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Telltale's Jurassic Park inspired by Heavy Rain


Jan 10
// Jim Sterling
According to Jurassic Park developer Telltale Games, the upcoming dinosaur adventure title will share some things in common with Quantic Dream's Heavy Rain, with interactions, puzzles and even quick-time-events inspired by th...
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On The Media looks at the importance of gaming


Jan 02
// Jonathan Holmes
This isn't exactly news, but I still thought you'd want to hear about it. Nationally broadcast radio show On The Media just put out an episode about videogames, and it's pretty amazing. A recap of the Atari/Nintendo/Sega-side...
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Quantic Dream opens mo-cap studio in Paris


Dec 13
// Dale North
Could Quantic Dream be the supreme masters of motion capture? Who else has done escaping from intruders in panties as well as they have? Have you ever seen a more life-like frantic run through a shopping mall? The H...
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Amazon Gold Box features PlayStation 3 all day long


Sep 21
// Conrad Zimmerman
Time once again for another of Amazon's Gold Box sales events to hit the videogame department. In recent months, they have offered these day long deals for Xbox 360 and Wii, so the PlayStation 3 was due to get its turn and to...
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Move support for Heavy Rain hits September 22


Sep 13
// Nick Chester
PlayStation Move is officially on store shelves next Sunday, September 19, although if you're lucky you can buy one right now. Heavy Rain is on store shelves as I write this, but if you want to play it with Move, you'll have ...
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Storm's Adventure with Quantic Dream


Aug 27
// Storm Dain
Specifically, Indigo Prophecy (a.k.a. Fahrenheit) and Heavy Rain.  Sorry, no Omikron: The Nomad Soul this time around. If that first sentence wasn't confusing, then I'm not trying hard enough. Quantic Dream is a French ...
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Heavy Rain sold four times better than expected


Aug 17
// Jim Sterling
Quantic Dream's Heavy Rain wasn't expected to be as successful as it was, according to creator David Cage. The wannabe film director has said that Heavy Rain was given a lowball sales estimate, but that the PS3 exclusive...
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First images of Heavy Rain Move Edition


Aug 06
// Nick Chester
Sony has released the first images of Heavy Rain Move Edition today and -- surprise! -- it looks a lot like Heavy Rain. The differences are obvious: instead of standard DualShock action prompts, the game displays indicators s...

Is Heavy Rain better with Move support?

Jul 26 // Nick Chester
Heavy Rain with Move can be played with with two configurations -- a Move "wand" in one hand and a navigation controller in the other, or holding the DualShock 3 (a bit awkwardly) in one hand and the Move controller in the other. I chose the former, although I was given the option to do either, to get the "true" Move experience. I had the opportunity to play two of the game's earliest scenes, both being the first time we meet two of the game's main characters, detective Scott Shelby and reporter Madison Paige. The Shelby scene should be familiar to anyone who's played the game. The private eye is investigating the Origami Killer case, which leads him to a shady motel where he questions one of the victim's parents, a call girl named Lauren Winter. This particular scene, like most in Heavy Rain, can be broken down into a list of interactive actions. In this case, a few examples would be using an inhaler, knocking on a door, reaching out to keep a door from being slammed in your face, and a slew of offensive and defensive moves in a brawl. Playing Heavy Rain with Move is not entirely unlike playing it with a standard control, with context sensitive action prompts appearing on the screen. In the case of using Move, you press down the Move button with your thumb, and then perform an approximation of the action you see on the screen. What I saw wasn't really that different than those that appeared in non-Move game -- move your arm left, move your arm up and left, etc. A few were multiple move actions, with the first prompt asking you to raise the remote and then, once it was registered, swing back down, left, right, etc. There were plenty of "shaking" actions, as well -- to use Shelby's inhaler, for instance, you'd lift the Move control and then "shake" as if you were using the medicine in real life. So is this any more effective or engaging than using a standard controller? I didn't think it would be, but I must admit that my answer, based on the 10 or 15 minutes of game I played, is "yes." The actions aren't one-to-one -- the game still waits for the input before reacting -- but the actions certainly make you feel more involved than simply pressing buttons on a control pad. This was particularly noticeable in some of the high intensity scenes, like when Shelby fights the biker or Madison fights off attackers in a dream sequence.  The on-screen actions are already getting your heart racing, and it's likely that (depending on how "into it" you get) the Move actions will help get it moving a bit faster. The takeaway? I wish I had played Heavy Rain with Move the first time around. Because while the experience was more absorbing, I'm not sure it's enough to get me to play through the game's story (or stories, as the case may be) again. From what I'm told, Quantic Dream isn't adding any additional content beyond Move support. But if you haven't played Heavy Rain yet, I urge you to hold off a bit -- the game will receive the update for Move support when the controller ships this fall.
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Quantic Dream's David Cage recently revealed that plans for previously announced downloadable content for Heavy Rain had been put on hold. The reason? It seems Sony was more interested in the developer working to create a pat...

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Quantic Dream working on two new projects


Jul 14
// Jim Sterling
Quantic Dream, a company that usually makes one game every five years, has revealed via self-styled gaming messiah David Cage that it has not one, but two new projects in the works. So, that'll be why the studio has apparentl...
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Heavy Rain DLC will probably never see the light of day


Jul 01
// Nick Chester
Speaking with Eurogamer, Quantic Dream's David Cage has admitted that it's unlikely the "on hold" downloadable content for Heavy Rain will ever be produced. "Chronicles" was set to to be a series of post-launch content for He...
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E3 10: Here's what Heavy Rain looks like with PS Move


Jun 17
// Samit Sarkar
We've known for a while that PlayStation Move support will eventually be patched in to Heavy Rain, and at E3, we found out that bringing Move to the game is taking precedence over the next DLC chapter after "The Taxidermist....
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E3 10: Next Heavy Rain DLC chapter on hold


Jun 16
// Brian Szabelski
While E3's been chock full of great news for just about everyone so far, Heavy Rain fans -- and especially those who liked the "Taxidermist" DLC -- might want to brace themselves a bit. Quantic Dream's Guillaume de ...
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LOLOLOLOL: LittleBigPlanet Heavy Rain costume pack


Jun 04
// Dale North
Someone should take this Heavy Rain costume pack for LittleBigPlanet and make a level where you'd run around a crowded mall area, yelling "Sackboy!" at the top of your lungs, looking for your lost one. Next week this costume ...
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Is Heavy Rain coming to PC?


May 28
// Conrad Zimmerman
Nvidia seems to think that Quantic Dream's latest interactive storytelling adventure isn't a PS3 exclusive. They have the title listed as one of the games "current and upcoming" which can take advantage of their video cards' ...
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Square Enix's Yoichi Wada is all about Heavy Rain


May 26
// Dale North
What does a Square Enix boss play when he's not getting pounded by enemy encounters on a straight, narrow pathway that you can't back out of? Heavy Rain, apparently. According to Famitsu magazine, Yoichi Wada has been playing...
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Ethan Mars of Heavy Rain in custom toy form


May 19
// Conrad Zimmerman
Our good friends over at Tomopop spotted this exceptional custom toy. It's Ethan from Heavy Rain and I'm really impressed with the detail. Now, if only it had a button you could press so head shout, "David!" That would m...






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