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Exploring the 'Physical Action/Reaction' of Heavy Rain photo

After spending hours with a preview build of Quantic Dream's Heavy Rain, I've found that it's certainly a difficult title to talk about. One of the most anticipated PlayStation 3 exclusives for 2010, I'm still not entirely sure it's even a game... at least not in the traditional sense.

David Cage, the founder and co-CEO of Quantic Dream, agrees, saying that the gameplay is "difficult to describe because it is based on very different paradigms compared to most games."

"Most games are about shooting or driving, and they are traditionally a series of obstacles," he tells me. "Describing the experience is quite simple, as you can refer to other games in the same genre. You cannot really do that with Heavy Rain because the game is not based on the same rules."

As Cage puts it, unlike traditional games, Heavy Rain isn't a "series of challenges." He calls it a "journey that changes based on a player's actions." The player, in this case, isn't simply a "player" in the conventional sense -- he's "the actor and writer of the story," Cage explains, "he can affect what is going to happen and see the consequences of his actions."

"Gameplay is entirely contextual," he continues. "Sometimes it's about interacting with the environment; sometimes it is about changing the mind of another character; sometimes it is solving a situation; and each scene is unique and the player never does the same thing twice." Heavy Rain is about "playing with the story almost in a physical sense, changing it, twisting it, discovering it, making it unique, making it yours."

"Like in real life, everything is about choices."

How the player moves through Heavy Rain will be familiar to anyone who's played Quantic Dream's previous game, Indigo Prophecy (or Fahrenheit, to those of you outside of North America). Players interact with the world using a combination of the right analog stick, and what can best be described to most players as "quicktime events," with button prompts quickly appearing on the screen to direct the player's fingers. But Quantic Dream doesn't call them "quicktime events;" they instead refer to this action system as PAR, short for "Physical Action/Reaction."

"I gave myself very early on some very simple rules," Cage says of the interface, concluding that it should support the narrative and never be an obstacle to the player. "Whatever we do, it should be visually integrated to the experience so the player doesn't see it anymore after a while." In Heavy Rain, the interface is integrated in 3D directly in the environment, blending in with the on-screen action, as opposed to a simple 3D interface plastered on the screen.

The idea was also to create the experience of some physical immersion: every action is designed to, in some way, mimic what the character is doing on the screen. Opening a door, for example, is done with the right analog stick (based on an on-screen prompt), but positioned in such a way to make the player feel like he or she is performing the action.

The speed of these animations can be controlled by the player as well. You're introduced to this early on, when you control the hands of Ethan Mars as he carefully sets dishes on a table. While playing, I wasn't able to break the dishes or perform the action "wrong," but the reaction of other characters in the room changed accordingly. Haphazardly swinging the analog stick to "get the job done quickly" didn't please Ethan's wife, who was very vocal that she preferred he'd be a bit more careful.

Cage also points to something Quantic Dream calls "MPRESS," which has the player holding a series of buttons -- one after the other -- until he or she is put into an uncomfortable position with the controller. "The idea was to emulate how the character feels. If he is, for example, hiding in a very narrow place, he probably feels very uncomfortable. So does the player having to hold all these controls. He cannot keep the position for too long, his fingers hurt, etc. It sounded obvious when we started talking about it, and the result -- once implemented in the scenes -- really confirmed our expectations."

An early example of MPRESS is found in our introduction to Agent Norman Jayden, as he follows a trail of DNA and clues at an Origami Killer investigation scene. Jayden is led up a muddy hill in the rain, the game prompting you to hold the DualShock 3's trigger buttons in such a way that bends and twists your fingers. It's annoying and frustrating... kind of like climbing up a muddy hill in a downpour. Finger slips? Jayden slides down the hill, and you have to start over again.



It's also difficult to talk about the opening few hours of Heavy Rain (spread across 11 chapters, which I played, based on the preview code Sony had sent me), for fear that any little detail could be considered a major spoiler for players. I asked Cage to give me his best pitch; not surprisingly, he's had practice keeping it vague.

"Heavy Rain is a dark thriller taking place on the East Coast of the US," he explains. "Four characters will see their lives changed by the investigations surrounding the Origami Killer, a serial killer who leaves an origami in the hand of his victims."

During the game's first few chapters, you're introduced to all four characters Cage is referring to: Ethan Mars, an architect; Scott Shelby, a private detective; Norman Jayden, an FBI agent; and Madison Paige. Each chapter is focused on an individual character. But their destinies, Cage explains, are intertwined.

This is hinted at early on in the game -- both Shelby and Jayden are investigating the Origami Killer murders independently, for instance -- but it's still difficult to say what will bring their tales together. The only clue Cage offers is this simple question: "How far are you prepared to go to save someone you love?"



"The game is really dark," Cage tells me, "evoking mature themes in a mature way like few games before. It's full of twists and turns."

Admittedly, Heavy Rain doesn't really start with anything remotely resembling twists or turns. Quite frankly, my biggest concern with the first few hours of Heavy Rain is that they're a bit -- how do I put this gently? Uneventful. Slow. Perhaps "boring" by videogame standards. The game's first scene has players waking up as Ethan Mars, and then performing a decidedly banal routine: brushing teeth, taking a shower, drinking orange juice from a carton, playing with his kids. By comparison, Indigo Prophecy starts off with a murder, with the blood on the hands of the game's protagonist, Lucas Kane.

With most games, Cage says, players get involved "into the troubles of the main character before even knowing who he is." There's no empathy for the player as the story develops. He points to Indigo Prophecy's Lucas Kane, saying "the character remained colorless until the end." So Heavy Rain's "slow start" is intentional, with Quantic Dream taking the time to introduce four different characters individually, showing them to the player and giving him/her some background on them. Cage hopes this will "let the player know them intimately, so when the story actually starts, they will feel a strong and deep empathy for them; they will really share how they feel. In short, the player will care for them."

"You always care more when something bad happens to someone close to you than to someone you don't know," he explains. "Same thing here. I take the time to make you know the characters so you will care more for them when something will happen."



Right past the start screen (set to the visuals of a dimly lit alley, rain pounding the concrete) it's almost immediately obvious that Heavy Rain, in both its tone and style, may take cues more from film than traditional games. Cage tells me he was influenced by major thrillers, mentioning Silence of the Lambs, Se7en, Fight Club, and the Korean film Memories of Murder.

"But there are other influences, sometimes even tributes to one famous director in particular. I'll let players discover who I'm talking about," he teases.

So if Heavy Rain is not a traditional game -- and maybe not even a videogame at all -- what is it? I pitch the term "interactive movie" to Cage; he's heard it before. He says that using that term to describe the title has been a tricky question right from the start of development. But still, it may be the clearest and simplest way to describe just what Heavy Rain is... even though Quantic Dream doesn't really use it.

"It is in many ways what Heavy Rain is," he says of the term, "a visually told story that the players can affect by his actions, but we decided early on not to use it because of its negative meaning. Based on the first interactive movies in the old days, some people may have thought that this is what Heavy Rain is -- a series of nice cut-scenes put together with a meaningless choice to make every twenty minutes."



Still, Cage says, they had to face these kind of negative comments and expectations from people who had never played the title. In their minds, Cage says, there is no other way a story can be told except through cut-scenes.

"In Heavy Rain, the player is in control second to second; he tells the story through his actions," he says. "All this is done in a very fluid, seamless way, with no cut-scenes, no big flashing sign to make decisions, and this is what makes the game really unique."

"Some people keep criticizing the system without having tried it," he finally says. "I don't want to be defensive on this anymore. If you don't believe in it, try it and see for yourself. "

You'll have the chance on February 23, when Heavy Rain hits shelves in North America, exclusively for the PlayStation 3.


Continue reading: More Sony stories





51 comments | showing # 1 to 50
prev next 50 comments
Magnalon's Avatar - Comment posted on 01/15/2010 12:07
Magnalon
Nice article, but on a personal level, I'm tired of wondering whether or not Heavy Rain will be good. I have my preorder ready, so I can't wait to see for myself.

"The game's first scene has players waking up as Ethan Mars, and then performing a decidedly banal routine: brushing teeth, taking a shower, drinking orange juice from a carton, playing with his kids."

I like that.
LsTr Of SmG's Avatar - Comment posted on 01/15/2010 12:07
LsTr Of SmG
Everything new thing I hear about this game hypes me even more - whether that's a good thing or not time will tell.

I love the idea of purposefully frustrating the player ala making them hold the controller in an uncomfortable way and the first hour or two of the game being rather banal is an interesting concept.

Even if this 'game' doesn't deliver on all it's promises it still has the potential to open developers eyes up to new ways of doing things. It really does seem like an evolution of the ethos they brought to Fahrenheit (which I must admit really did make me look at QTEs in a different way). Fahrenheit was by no means faultless but it was different.

I'm hoping Heavy Rain ups the ante.
LsTr Of SmG's Avatar - Comment posted on 01/15/2010 12:09
LsTr Of SmG
I'm curious as to your impressions so far Nick, how would you describe it? (Assuming you're able to).
worldagainstjose's Avatar - Comment posted on 01/15/2010 12:10
worldagainstjose
getting it, good boxart or not :)
pl0x kthanxbai's Avatar - Comment posted on 01/15/2010 12:13
pl0x kthanxbai
im really interested in this game


thats not to say im also a bit concerned about if the whole concept will work or not, then again i was just as concerned about shadow of the colossus simply becuz the whole idea of "only 16 enemies" didnt sound too good on paper but once i tried it, oh boy, my second favorite game ever, no words could describe it it felt completely different, the level of immersion was amazing, the way the told a brilliant story with very little dialogue, amazing


my point is, why keep playing safe? why not try to do something radically different?


often thats the most offective way to deliver a meaningful experience
shinryu108's Avatar - Comment posted on 01/15/2010 12:13
shinryu108
this all sounds fantastic. Indigo Prophecy was a big missed opportunity IMO, but if they avoid all the game-ish bullshit that plagued that game then Heavy Rain could very well be a milestone. The part about "uncomfortable" controls made me think of Shadow of the Colossus. However this

Finger slips? Jayden slides down the hill, and you have to start over again.

sounds very much like a standard videogame challenge to me.
Drakengard's Avatar - Comment posted on 01/15/2010 12:14
Drakengard
I can tell that Cage has really taken the experience with IP to heart. It seems that the major problems with IP have been addressed. Choices and interaction existed, but the path was essentially linear. Choices effected things, but often not in a terribly meaningful way.

That and the QTEs were very much in your face flashing signs that were very distractive to the player trying to enjoy the game. IP really was an interactive movie. Heavy Rain appears to find the happy medium, using planned scenarios with, hopefully, broad dialog trees that give a variety of options. The speed sensitivity of the buttons [like the table setting] already shows that the developers were quite thorogh and that makes me excited to get my hands on this game.

Plain and simple. Can't wait to play this.
RenagadePanda's Avatar - Comment posted on 01/15/2010 12:16
RenagadePanda
This keeps sounding more and more like Shenmue.

If there are capsule ball machines in Heavy Rain I will officially crap myself.
Andrew Kauz's Avatar - Comment posted on 01/15/2010 12:19
Andrew Kauz
Nick, just wanted to say that I love all of the interview/original stuff coming out today. Really revealing stuff. Nice work.
AfroWalrus's Avatar - Comment posted on 01/15/2010 12:19
AfroWalrus
"How far are you prepared to go to save someone you love?"
Wasn't this the tagline for Shadow of the Colossus?
fetusmilk's Avatar - Comment posted on 01/15/2010 12:21
fetusmilk
god i want this "game" so bad
The Silent Protagonist's Avatar - Comment posted on 01/15/2010 12:23
The Silent Protagonist
This game is basically Shenmue and Indigo Prophesy all over again. They can spin it anyway they like, but this is just another point-and-click adventure realized in 3D with a linear narrative.

Only it has zombies they're trying to pass off as people. They sure don't move like people. I'll take Ace Attorney Investigations instead, thanks. At least Capcom isn't hyping that one to be something its not.
Turtlehermit's Avatar - Comment posted on 01/15/2010 12:25
Turtlehermit
This is either going to be the best game ever, or one of the worse flops in gaming history.
-Ghost-'s Avatar - Comment posted on 01/15/2010 12:26
-Ghost-
I have a feeling this game is going to bomb terribly.
LsTr Of SmG's Avatar - Comment posted on 01/15/2010 12:27
LsTr Of SmG
@ The Silent Protagonist,

Is that necessarily a bad thing if done well? It's at least trying a few interesting things.
ShadowKirby's Avatar - Comment posted on 01/15/2010 12:27
ShadowKirby
What about an audiovisual interactive fiction?
BalloonFighter's Avatar - Comment posted on 01/15/2010 12:35
BalloonFighter
I think this game will be amazing but I also think alot of people will be getting what they are not expecting and that may turn some people off right from the start. I really don't give gamers credit for excepting new ideas. It always feels when some new vision is announced alot of people complain and bitch because they can't understand how things will be implamented.Or when they get their hands on the finished product they will be underwhelmed because it didn't meet their impossible expectations. Word of mouth and stellar reviews are what will sell this game.
The Silent Protagonist's Avatar - Comment posted on 01/15/2010 12:38
The Silent Protagonist
@LsTr Of SmG - This is just a very Peter Molyneux kind of hyping that I'm getting sick of. When they hype stuff in this way, trying to pretend its like nothing I've ever played before, it tends to be something I actually have played before and its a really crap game or (if its not) the start of a franchise that can't keep its legs.
Holyetheline's Avatar - Comment posted on 01/15/2010 12:41
Holyetheline
I need to somehow have a PS3 by Feb 23rd. I want this game so much!
Nick Chester's Avatar - Comment posted on 01/15/2010 12:44
Nick Chester
@kauza:

Thanks! Really appreciate the comments. Glad you're digging it. We hope to focus more on that kind of stuff this year.

@LsTr Of SmG:

I'm freely allowed to talk about my thoughts on the game, but I'll be honest -- I'm not sure my mind is made up. Based on what I played, I'm not entirely convinced. The first few hours weren't particularly compelling, instead hints of what I might be able to expect from the full experience. I purposefully stayed away from making too many judgments in the previews, as I'd rather save that for the full review. I'll say that I enjoyed Indigo Prophecy immensely when I originally played it, and that Heavy Rain isn't on my "most wanted games of 2010" list. I'd rather my opinion of a preview not sway too many opinions, really; I think Heavy Rain will be a polarizing game, and it'll truly be a case where no one is really "right" or "wrong" when it comes to how they feel about the title.
Sir playedallot's Avatar - Comment posted on 01/15/2010 12:47
Sir playedallot
This is a game every ps3 owner for sure will get, no matter if its good or suxx balls. And if everyone owning a ps3 have it, its official a succes.
For me its just another 3d adventure game but with extravagant control mechanisms.

Its allready that hyped, same thing as with little big planet (the editor who pretents to be a fun game).
Frohike's Avatar - Comment posted on 01/15/2010 12:52
Frohike
The "quotidian" banal angle is lifted straight from Shenmue. But the thing about Shenmue was you were inhabiting a quasi-80's Japan (there were some anachronisms here & there), so the feeling of going through a daily routine was still actually interesting, especially to western audiences. I understand that they're using it for a slightly different purpose in this game, but it's kind of worrisome how much is really being borrowed from Yu Suzuki and being passed off as "unclassifiable" and new. It's not.
DaShiz 21's Avatar - Comment posted on 01/15/2010 12:54
DaShiz 21
In my opinion the tedious QTE's in Indigo Prophecy were annoying, but all I care about is the story. Heavy Rain could be one giant cutscene and I would still buy it. Quantic Dream has earned my money through IP's story alone. If it is half as good as IP I will still love this game.
SBC Slam's Avatar - Comment posted on 01/15/2010 12:55
SBC Slam
"Gameplay is entirely contextual [...]"

Two words come to mind: "Dragon's Lair."

...Actually, four words come to mind: "Dragon's Lair, Space Ace..."

No matter how hard I try to be excited about this game, every interview and demo I read/witness throws me back to those two games. I hope to the High Heavens that my comparison is unwarranted and entirely untrue. I think the game looks fantastic, and I'm a huge fan of character driven stories, so I'm going to play it regardless, as it looks like (from my limited exposure) to contain interesting characters and a well conceived plot.

But it really does remind me Dragon's Lair. Pushing "up" at the right time, in context, no matter how flashy, makes for a boring, frustrating game.
dtomek's Avatar - Comment posted on 01/15/2010 12:55
dtomek
The gameplay sounds like a (hopefully) expanded and refined Indigo Prophecy. If I remember correctly that game also made use of actions that forced your hands into uncomfortable positions, albeit without the fancy name. I dunno, I'm expecting a similar critical reception with much more significant sales due to the hype. Many people are going to be disappointed, myself not likely being one.
Occams electric toothbrush's Avatar - Comment posted on 01/15/2010 13:01
Occams electric toothbrush
I'm really interested in this game. I'll buy it, even if it's not the experience we all want it to be. If nothing else, I want this guy and his company to keep making games so that they can keep getting better and better at this.
Andrew Chason's Avatar - Comment posted on 01/15/2010 13:14
Andrew Chason
This style of Game play is not "new", but it does go against the norm. Did no one ever play 'Dragon's Lair' or 'Space Ace?' ; those were -all- about choice, most of them were BAD ones. ^_^
Camiwaits's Avatar - Comment posted on 01/15/2010 13:19
Camiwaits
Sold!
Live by the Sword's Avatar - Comment posted on 01/15/2010 13:19
Live by the Sword
I pre-ordered it 2 days ago.
Piellar's Avatar - Comment posted on 01/15/2010 13:39
Piellar
Do you know where I can find some sailors?

Seriously, I like games that try to do something different too much to pass on Heavy Rain. Will pre-order.
Y0j1mb0's Avatar - Comment posted on 01/15/2010 13:48
Y0j1mb0
DAY ONE PURCHASE.
Lucas Says's Avatar - Comment posted on 01/15/2010 14:18
Lucas Says
Everything I read about this game, I react to the same way as Indigo Prophecy: there are some great ideas here, in terms of experiencing narrative in a video game, about making a video game that's about something, but in the end, it's not a good video game. Why? Because in a good video game, the central gameplay mechanics are engaging. This game has no central mechanics. It has a story, and it's interactive, but there's no crunch behind it. That was the second problem with Indigo Prophecy, and the second problem here.

What's the first? Indigo Prophecy was unrelentingly, stupendously pretentious in presentation (the tutorial made me laugh at them and want to stab them), and this game has...basically the same line from that tutorial, in the intro to this.
rsquad's Avatar - Comment posted on 01/15/2010 14:23
rsquad
I am definitely getting it, as i am intrigued. I think reviews for this title will be all over the place though. Some people will get it, some people won't.

Cage is going way out on a limb no one else wants to go on and I'll buy the game just to support that mentality in this industry.
Qraze's Avatar - Comment posted on 01/15/2010 14:30
Qraze
day two purchase for me. or day one, whichever comes first. (pun)
pascuz46's Avatar - Comment posted on 01/15/2010 14:37
pascuz46
I still dont know weather or not I will pick this game up. Im excited to play it and if I dont buy it I will defiantly rent it or wait till it goes down in price. The fact is there's a lot of other games that I need to set money aside for. God Of War 3 is one and Im getting the 100 dollar version. But I do intend on playing this game in the near future, I hope it will be a commercial success but the fact is it probably will not get the numbers. Hopefully it will find a devoted niche market that truly loves this game and then it will sell well for a long period of time, like Valkia chronicles or Demons souls.
NateT's Avatar - Comment posted on 01/15/2010 15:27
NateT
Ok, so you perform banal tasks for a portion of the gaming experience and the challenges are meant to make the player physically uncomfortable and frustrated. Am I missing something that is supposed to be good here?

In gaming, I embrace challenge but avoid frustration. The only challenge here seems to be pointless, inconvenient button mashing just for its own sake. Like “You want to go to the next scene? Contort your fingers to do that!” And doing what? Brush teeth? Climb up a muddy hill? Sounds pointless and boring to me.

The most interesting aspect of the preview was that the game seems to take away the making of the character from the player. In many great games, Bioshock, Fallout 3, and many others, your character is what you made him or her (as the case may be). It seems Heavy Rain thrusts the character on you and your only input is taking him through the predetermined script of the “game.”

In the end what stake does the player have in the character or his success? If you are going to do a story heavy game, that is a question you have to answer, and I don’t see one yet.
Plathismo's Avatar - Comment posted on 01/15/2010 16:40
Plathismo
I'm skeptical of Project Natal, but from what they're saying about the context-sensitive gameplay in 'Heavy Rain', it sounds like the two would have been a logical match...if this were ever to come out on the 360. Then when you need to open a door, you could actually make a door-opening motion (versus wiggling a thumbstick). That could be more immersive...I guess. Or boring and silly.
HEL105's Avatar - Comment posted on 01/15/2010 16:58
HEL105
This game was one of the early reasons I wanted a PS3...but now I just don't know.
pl0x kthanxbai's Avatar - Comment posted on 01/15/2010 17:06
pl0x kthanxbai
@The Silent Protagonist

how can it be linear if all the decisions you make shape the story differently?
Steel Squirrel's Avatar - Comment posted on 01/15/2010 18:07
Steel Squirrel
Oh boy. This guy makes Peter Molyneaux look tame.
thejobloshow's Avatar - Comment posted on 01/15/2010 18:48
thejobloshow
The writer makes it sound like adventure games are a foreign concept... "Oh, psychical action/reaction? How unprecedented."
Byronic Man's Avatar - Comment posted on 01/15/2010 19:27
Byronic Man
Sounds extraordinarily interesting, this article has sold it to me.
Los255's Avatar - Comment posted on 01/15/2010 20:58
Los255
Max Payne is in this?
Haizeus's Avatar - Comment posted on 01/15/2010 22:06
Haizeus
Heavy Rain is a video game


Calling it anything else not only demeans the game, it demeans the medium by implying that anything that doesn't fit in the box as we know it should be described as something else entirely. I say it again, this is a video game. Nothing more, nothing less.


Really good article by the way.
LsTr Of SmG's Avatar - Comment posted on 01/16/2010 04:39
LsTr Of SmG
@ Nick, thanks a lot for your thoughts. That intrigues me even more so, the uneventful first few hours actually interest me quite a bit and I certainly understand why you would try not to make any judgements on a preview build. I look forward to your review in that case, it definitely sounds extremely interesting - if not quite what I was expecting.

Once again thanks for taking the time to answer my question! This is why I love Dtoid.
Zeyro's Avatar - Comment posted on 01/16/2010 09:00
Zeyro
I want this game good or not I'm playing it all the way what realy makes me wonder is how will it end or should I say how will I ended. Awesome
Ffordesoon's Avatar - Comment posted on 01/18/2010 04:43
Ffordesoon
Whether it's good or not, I'm glad Heavy Rain exists. I wish more developers had the ability to try things like this.

I do honestly like the fact that the first few hours mainly focus on the quotidian and the banal. It's not usually a good idea for movies, but that's because they generally can't be longer than three hours; you can't just show someone going about his or her day and expect people to care. It's the interactivity that makes the difference here. That's the element that eases people into the shoes of the characters, in the same way that the gradual accretion of seemingly insignificant details can suck the reader of a novel in.

I think it'll be interesting to see the reviews for this thing; I predict scores all across the spectrum. It'll be as polarizing as, well, a piece of art, and that's as it should be.
LemonSaint's Avatar - Comment posted on 01/18/2010 16:51
LemonSaint
This is a day one purchase ... definitely.

Sure, surface-wise, it sounds like it may be akin to Dragon's Lair, Space Ace, or the glut of FMV games Sega released for their CD peripheral, but unlike those games, this game seems like it is genuinely trying to tell a legitimate story. In legitimate, I mean that there is a connection to the characters you normally don't see in a videogame, (save for a few instances, for example, the characters in Ico). Did you care if Dirk the Daring missed the vine? Did you care if Dana Plato was trapped by the Auger's? Were you upset if you didn't see Marky Mark congratulate you on your video edit with a spirited and re-mixed, "The video was Ph-Ph-Phat ... the video was Phat"?

On top of this, this game has consequences and rewards in place, revealing themselves depending on how the game is played ... how does that not sound intriguing? If memory serves, NO game has ever come close to the amount of choice involved, (and the subsequent repercussions), as promised in Heavy Rain. Choose your own Adventure stories were pretty linear ... usually one or two flips in the wrong direction meant a restart, or at least a small backtrack to continue from where you went astray. This game, if a character dies, keeps moving along, totally altering the plot.

All I'm saying is that aside from larger budgets, videogames need this kind of ingenuity. The industry needs people who will step out on a limb. Do you really think that you'll be playing FPS's, (in their current state), 20 years from now? How many times can you save the princess, stop the terrorist cell, or power up to level 50 before you say "ENOUGH" ... or worse yet "*yaaaaawn*"?

I'm not saying this is the "Savior" of a doomed industry ... hardly, but it's a step in keeping fresh ideas palatable to an industry that gets enough crap for being considered immature, the reason-children-are-shooting-each-other, and worse yet, a "kids toy".
Frohike's Avatar - Comment posted on 01/18/2010 18:03
Frohike
@Nick, I really really enjoyed this feature & hope to see more in this vein. It's clear you're still wrestling with what to make of the game, which makes me want to experience it myself, something I wouldn't have said a couple of months ago. I'm really looking forward to this title again, but now for rather different and possibly less inflated reasons.
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Get me results: How to solve the JRPG Grind
Only idiots blame the 360 for FF XIII's problems
Four years of Destructoid: A collection of wacky memories






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Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006