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.
"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.
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.
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
Finger slips? Jayden slides down the hill, and you have to start over again.
sounds very much like a standard videogame challenge to me.
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.
If there are capsule ball machines in Heavy Rain I will officially crap myself.
Wasn't this the tagline for Shadow of the Colossus?
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.
Is that necessarily a bad thing if done well? It's at least trying a few interesting things.
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.
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).
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.
Seriously, I like games that try to do something different too much to pass on Heavy Rain. Will pre-order.
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.
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.
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.
how can it be linear if all the decisions you make shape the story differently?
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.
Once again thanks for taking the time to answer my question! This is why I love Dtoid.
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.
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".
Thanks for the kind words. It was great poking Cage's brain, and then putting this piece together. I hope we can bring you more stuff like this in the future!