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The rip and spray of a Gears weapon is like a snare-drum roll, and the active reload is the cymbal crash at the end. Waiting the perfect amount of time before jamming the right shoulder button to slam in a super-charged round is so viscerally, rhythmically satisfying that I don't know why the mechanic hasn't been copied by every game since.
“I’ve spent a couple nights with Heavy Rain now and I think it’s really special. If you’re a parent, (especially a Dad) this game can be pretty difficult to play at times…I don’t know if it’s an 89.85%, or a 9.7 out of 10. What I do know is that after a late night playing it, I sneak into my son’s room and hug him before I go to bed. I think Heavy Rain is probably one of the most important games ever made. Maybe not one of the best, but definitely important.”
"That kind of reward system is very easily turned into a Pavlovian or Skinnerian scheme. It's considered best practice: schedule rewards for your player so that they don't get bored and give up on your game. That's actually exploitation...Developers should provide activities that interest players rather than stringing them along with little pieces of candy so that they'll suffer through terrible game play, but keep playing because they gain levels or new items...a lot of modern game design is actually unethical. They are predicated on player exploitation...developers should design innovative, ethical and personal art because players are hungry for inspiring new games."