"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".

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