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Preview: Heavy Rain photo

As someone who has only recently come to possess a PlayStation 3, I have paid almost no attention to Heavy Rain. Creating anticipation in myself for a game for which I do not have the hardware generally holds little appeal. So it was with an open mind and very few expectations that I found myself with the opportunity to experience the first hands-on demonstration of the title back in April.

I was completely unprepared for what I was going to witness. Quantic Dream's long-running project is one of the most intriguing and exciting prospects I have seen in years. I feel incredibly fortunate to have had the opportunity to see and play a brief scene of the game as well as sit down with lead designer David Cage to gain further insight on the project.

And now it is my honor to tell you all about it. Hit the jump to find out what I've been positively dying to say for over a month now.

Heavy Rain

Heavy Rain (PlayStation 3)
Developer: Quantic Dream
Publisher: Sony
To be released: TBA

Heavy Rain is truly unique. It feels similar in some ways to the adventure games of old and bears more than a passing similarity to Quantic Dream's previous game, Indigo Prophecy. When I asked David Cage what Heavy Rain was attempting to be, he referred to it as "an emotional journey."

"Story is the core essence of the experience that we're trying to create where in most games the story is just the kind of layer that puts the levels together," he clarified. "Once you decide that story is the core engine of your games, well, it makes you make decisions as to how to play the story. You need to build characters, you need to create difficult situations, you need to create moral choices for the player that won't be black and white that will be really difficult to answer. We want players to ask themselves, 'What would I do if it were happening to me?' and the answer [to not be] obvious."

Our gameplay demo revolved around Norman Jayder, a 29-year-old FBI profiler. He has a nasty drug addiction that he has kept secret for years and is trying to rid himself of. His investigation into the Origami Killer has led him to Mad Jack, a fence for stolen cars who is believed to have sold a vehicle found at the most recent crime scene to the serial murderer.

Norman is the first to be revealed of the four primary characters in Heavy Rain. We have been told that information on the other characters will be released one at a time as we get closer to the game's launch. 

Heavy Rain

The demonstration began with Norman exiting his car and walking through the auto wrecking yard. From the very first moment, the visuals are jaw-droppingly good. Norman's animations are highly fluid with crisp and detailed textures. Realistic rain pelts the character and the ground, giving an odd beauty to what is a grimy and inhospitable environment. It is truly a feast for the eyes.

As Norman walked, we were shown the game's "thought system." At any time, a player can see topics that are currently on their character's mind and listen to what those thoughts are. These appear in the form of 3D animated boxes that float around the character containing a keyword and the specific button the player can press to hear more. The game's dialogue trees function in this same way.

What's interesting about this mechanic is that it is designed to represent the character's emotional state as well as what they are thinking about. In the example we were shown, the prompts moved lazily around Norman because he was calm. When confused or anxious, the prompts may move quickly or erratically. They may blur or become otherwise difficult to select. This could result in a player inadvertently saying something that they might not have meant to say, just as people often do in real life.

Heavy Rain

"In most games, you go through very basic emotions," Cage commented to me later. "You go through frustration, excitement, competition... these are the kinds of emotions you feel playing most games. There are a couple of exceptions. But when you look at movies or literature or theater, you get a wider range of emotions. Even art in general. You can feel sad looking at a painting or you can laugh watching a theater or you can feel empathy for a character or you can feel pity. In games we have failed to trigger these emotions so far. We've really stayed with very primary emotions."

The potential for creating a unique experience using a system like this is considerable. Conceptually, it goes beyond the standard idea of a dialogue tree by helping the player identify more closely with how the character feels, further immersing them in their personal story.

Moving forward, our hosts walked Norman into a garage, where we were first introduced to Mad Jack. The man is a huge, terrifying individual who physically would make 50 Cent look like Will Smith. After an exchange of unpleasantries between the agent and the fence, Mad Jack leaves, allowing Norman to search the garage for evidence that the car had been here. To do this, Norman equips a special tool called an Added Reality Interface (ARI).

Heavy Rain

The ARI is a prototype investigative tool consisting of a pair of glasses and a glove containing delicate sensors. Wearing the glasses allows Norman to see things such as faded footprints or trace amounts of chemicals and blood that would be invisible to the eye. Touching these bits of potential evidence with the glove will analyze them and display information in the lenses of the glasses (represented to the player via HUD).

After examining a few objects in the environment, Norman focuses his attention on a set of footprints and a trail of blood, which suggest that someone was dragged into an acid bath. Investigating the bath turns up a human skull and the sound of a pistol being cocked as Mad Jack places a gun to the back of Norman's head. Realizing that he's been found out, the killer has decided to dispose of the troublesome Fed and begins walking him to the back of the garage. 

Heavy Rain

As Norman is being led at gunpoint, a button prompt appears and the G-man feigns tripping on a board in order to grab a wrench from the floor. Swinging upward, Norman knocks the gun from Mad Jack's hand and a brawl ensues. This action sequence takes the form of a quick-time event but differs from most games, which use the mechanic in a couple of fundamental ways.

While QTEs are usually designed in such a way that the player must successfully complete the sequence perfectly to progress, Heavy Rain does not necessarily require absolute precision. Failure to execute the correct action won't end a sequence, but instead results in a different animation, further personalizing the experience. There is still risk, however, as failing too frequently or at the wrong time could bring a character's life to a premature end.

In addition to the possibilities opened up by a more liberal view of success and failure, action sequences also have multiple options available to the player. More than one possible action prompt will sometimes be available with differing results. These can be as simple as button presses or could involve specific motions of the analog sticks and even motion controls.

Heavy Rain

I asked David Cage why this style was used. "Because the idea is a very interesting one," he replied. "It's about the fact that what matters in an action sequence is not where you go but it's the timing and the move that you do. Can you do the right thing in the right timing? What quick-time events do is interesting and it's consistent with this type of action. It's how we do it that is important. It's the implementation."

The implementation is quite interesting, indeed. QTEs are often used to generate a sense of risk or tension but the straightfowardness of the standard success/failure conditions essentially boils down to the same experience every time you encounter the format. The use of the mechanic in Heavy Rain is significantly more intense because the sequences wind up feeling more realistic, more open to possibility. Death could still come at any moment, but the uncertainty engendered by this play style keeps you more on your toes while seeming infinitely more fair at the same time.

The fight moves all around the garage, across the top of a car and ends with Mad Jack crashing into a pile of barrels along a wall. The tables turned, Norman pulls his own firearm and begins interrogating the prone murderer. Dialogue prompts begin to move with keywords representing various techniques the agent can choose to convince Mad Jack to tell him what he knows about the Origami Killer.

Heavy Rain

Options range from offering to ignore other transgressions to threatening the thug's life. The conversational choices feel very organic and flow into one another well. The resulting experience is very different depending on the tactics used. For example, the demonstrator took us through a series of several prompts that eventually ended the conversation in success. When I had the opportunity to try it for myself, I took the more aggressive route of wasting no time in idle chit-chat and just fired a round over the bad guy's shoulder to show I meant business.

As Norman is preparing to cuff Mad Jack and take him away, his vision begins to blur. He's suffering from withdrawal of the drug to which he is addicted. In order to maintain focus, prompt after prompt appears on the screen, commanding that multiple buttons be held down. Triggers, face buttons and d-pad are all used and the number of buttons quickly grows to encompass most of the controller. The difficult -- though I'm told, possible -- maneuver reflects panic in the character exceptionally well, as failing either to hit the next correct button of the sequence in time or accidentally releasing one of the prior buttons causes Norman to collapse on the ground and fall unconscious, the screen fading to black.

Heavy Rain

When the lights come back on, Norman is inside his car with his hands cuffed to the steering wheel. The car is being carried to the crusher in a crane by Mad Jack. Prompts appear offering options to attempt escape. Moving the Sixaxis upward makes Norman tug on the cuffs.

Eventually, the agent attempts to open the glovebox with his foot, accidentally turning the radio on before succeeding and revealing the spare pistol stored within. Another kick and the gun is on the dash and sliding across the car to Norman's waiting hand. Now armed, he twists his arm and shoots the cuffs to break them and begins to climb out the open driver's side window as the car is dropped in the crusher. 

In the presentation of this scene, Norman manages to get out of the car. This was not the case when I played through. In the interests of both time and a desire to see a different conclusion, we allowed Norman to become ground up with the splintering shards of his vehicle in my hands-on play. The result was a visceral, gruesome sight as he disappeared feet-first into the grinding gears of the crusher.

Heavy Rain

Were I playing the final release of Heavy Rain, that would have been the end of Norman Jayder. The remainder of the story would take place without his involvement or perspective on events. This encounter takes place around the midpoint of the game and, prior to this point, characters are not placed in a position where consequences may be fatal. 

"What we want to do is build the characters, build your relationship with them, create empathy and get you to a stage where you really care about them," Cage explains. "The idea is to have a real emotional impact. I mean, you will be really scared of losing them. If you lose them, you will be really sad but the story will move on."

The presentation continued for a bit beyond where I was able to play, as Norman escapes the car. A look at the cabin of the still-moving crane finds it to be empty, and Mad Jack nearly gets the jump on the beleaguered agent. Another brief scuffle follows, with Mad Jack ultimately crushed beneath the treads of his crane with a satisfying crunch, ending the scene.

Heavy Rain

I can honestly say that I've never before seen anything quite like Heavy Rain. The title was still yet to reach the alpha stage of testing as of when I had the chance to play it, and it clearly had a few bugs (I was told, in fact, that creation of the entire scene occurred only within the three weeks leading up to the preview event). The potential is staggering, however, with a clear emphasis on getting inside the heads of the four protagonists and fully immersing the player in their stories.

As I mentioned in the introduction to this post, I really had very little idea what this game was going to be like. And, at this point, that may still largely be the case, as this is only a small sliver with a lot more information and demonstrations likely to come. The techniques being implemented by Quantic Dream are presenting a lot of new ideas and opportunities to take us closer to characters than ever before, and this is clearly a PlayStation 3 exclusive that everyone should be paying close attention to as development progresses.


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65 comments | showing # 1 to 50

Zombutler's Avatar - Comment posted on 05/25/2009 11:11
Zombutler
*Looks at his Xbox 360*

Fuck.
Justice's Avatar - Comment posted on 05/25/2009 11:12
Justice
The gameplay sounds really interesting, though the part where you said a whole bunch of prompts making use of the whole controller sounds complicated, though I guess that's done on purpose. Having a character's death permanent sounds interesting, and will probably make multiple playthroughs more tempting. My interest is piqued.
king zetta's Avatar - Comment posted on 05/25/2009 11:18
king zetta
finally someone reporting on heavy rain I can't wait for this game
Jaren Face's Avatar - Comment posted on 05/25/2009 11:18
Jaren Face
Here's hoping this is everything that I wanted Indigo Prophecy to be, not having a crazy turning point half way through.
king zetta's Avatar - Comment posted on 05/25/2009 11:19
king zetta
finally someone reporting on heavy rain I can't wait for this game
TheTom's Avatar - Comment posted on 05/25/2009 11:20
TheTom
H-O-L-Y BALLS!
linuxguy's Avatar - Comment posted on 05/25/2009 11:23
linuxguy
*looks at his ps3*
FUCK YEAH!
Magnalon's Avatar - Comment posted on 05/25/2009 11:23
Magnalon
If this game does not involve a crazy Matrix-like flying kung-fu twist in the middle, it will be better than Indigo. And I loved Indigo.

Nice write up!
Kathos's Avatar - Comment posted on 05/25/2009 11:29
Kathos
Yyyyyyyyyyyyyyyyyy-ye-yeaaaaaaaaaaaaaaaaaaaah!

OAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!

DUN! DUN DU DUN DUN!

Can't wait, I'll be preordering this ASAP.
Count Grishnack's Avatar - Comment posted on 05/25/2009 11:30
Count Grishnack
What zombutler said.
pascuz46's Avatar - Comment posted on 05/25/2009 11:32
pascuz46
Yes I am also interested in this game, I cant wait to play it. Looks amazing too.
PhazonYoshi's Avatar - Comment posted on 05/25/2009 11:33
PhazonYoshi
The lighting is all very nice, but I can see the vertexes on those models.

Game looks great fun, though, I hold out for a PC port.
BlackDove's Avatar - Comment posted on 05/25/2009 11:36
BlackDove
I hope this brings back the adventure genre into view. Really hope the game succeeds at what it aims for. We could use more of this, less of WW2 FPS'.
Novakaine's Avatar - Comment posted on 05/25/2009 11:36
Novakaine
Very excited for this one. I was a huge Shenmue and Indigo Prophecy fan and this looks to be a saving grace for the genre.

I'm also really happy that they appear to be going for the vibe in the early part of Indogo Prophecy (aka, the part that was tremendous), so that's very reassuring.

This game was definitely icing on the cake for my choosing a PS3.
Daxelman's Avatar - Comment posted on 05/25/2009 11:39
Daxelman
"looks at his PS3"

Sorry, not enough money. Don't worry, I'll get it...sometime...after I'm done with Fuel...

Indigo was nice, but I only rented it, and never got to the twist yall was talking about, but it does seem like said twist was fucking weird as hell.

Anyways, looking forward to Heavy Rain. Just needs better voice acting.
EternalDeathSlayer's Avatar - Comment posted on 05/25/2009 11:48
EternalDeathSlayer
The wife and I are big fans of Indigo Prophecy so we are very excited for this game. Glad to hear it's looking great.
Ghil's Avatar - Comment posted on 05/25/2009 11:49
Ghil
don't worry Daxelman, it doesn't come out until a while :p

I can't wait :D
Tubatic's Avatar - Comment posted on 05/25/2009 11:49
Tubatic
Quantic Dream makes amazing games. OmiKron was a blast, with the way you ended up switching characters. And I definitely enjoyed Indigo Prophecy, even with the wacky Matrix sequences. Aside from feeling very rushed near the end, it was all sorts of amazing.

Quite happy I recently acquired a PS3 as well!
Zippyduda's Avatar - Comment posted on 05/25/2009 11:49
Zippyduda
@Yoshi: I hope you're kidding if you think it isn't just a PS3 exclusive.

I think the bets part of this article is this information;

"They may blur or become otherwise difficult to select. This could result in a player inadvertently saying something that they might not have meant to say, just as people often do in real life."

That's pure genius.
hjd uk's Avatar - Comment posted on 05/25/2009 11:50
hjd uk
Hmm, before now (and wathcing the trailer) this looked more like a modern Dragons Lair than an adventure game. Are there any puzzles or any real consideration or effort on the players side or is it literally a trial and error option-picking until you get the desired result? To me those games have always seemed uninvolving.
Corak's Avatar - Comment posted on 05/25/2009 11:51
Corak
Great writeup, nice to see a written article about the game and I hope to see more soon. I was interested in this title ever since I saw that tech demo vid a while ago. I really liked what he said about the emotions that you feel while playing a game, and that most games evoke basic emotions, and a truely complex emotional game really hasn't been realized yet. I was hoping they were further along in development, enough to gauge an eventual release date, but I'll gladly wait for it.
Jonathan Holmes's Avatar - Comment posted on 05/25/2009 11:52
Jonathan Holmes
My main problem with Indigo Prophecy was the mismatch between the game's serious story and painfully cliche' characters. Young white male who isn't sure if he's crazy or just "caught in the Matrix", funky black cop who constantly struts and says "day-um!", old Chinese librarian, tough female cop with a heart of gold, it goes on and on. That kind of stuff is great for games like Punch-Out!! and MadWorld, but for a "serious drama" it just totally fails.

Sadly, it looks like Heavy Rain will be no different. FBI agent with a secret drug problem and a tough, black gangster who hangs out in junkyards? C'mon guys, you can do better than that.

Everything else about the game sounds great though. The thought bubble thing looks like it could bring videogame narritive to whole new level, but just because you're telling a story in a completely original way doesn't mean you don't also have to tell an original story.
Sam Spectre's Avatar - Comment posted on 05/25/2009 11:55
Sam Spectre
I need to get a PS3 soon!
Dexter345's Avatar - Comment posted on 05/25/2009 12:08
Dexter345
Sounds interesting, almost like Indigo Prophecy, only not as repetitive? We'll see, I guess.
Spilt Milk's Avatar - Comment posted on 05/25/2009 12:08
Spilt Milk
An interactive movie propelled by quicktime events? No thank you. If I never see another button icon pop up on the screen it will be too soon. Indigo Prophecy was barely ok but I'm not going to spend the better part of a $100 bill on a prettier version of it. I will wait for my Beyond Good and Evil 2, TYVM.
Professor Pew's Avatar - Comment posted on 05/25/2009 12:09
Professor Pew
I don't mind some cliche's in my adventure games, but Quantic Dream had better focus on finishing their story properly. And not... make it meh after the halfway point like in Indigo Prophecy :/

All the new stuff mostly sounds interesting, but we'll just have to see what it ends up like in a full game.
Drewcifer000's Avatar - Comment posted on 05/25/2009 12:11
Drewcifer000
GOD DAMN IT NO! That was my fucking idea! God damn it!! That's what I wanted to do with QTEs!
RonBurgandy2010's Avatar - Comment posted on 05/25/2009 12:17
RonBurgandy2010
I just hope they allow you to have multiple game saves. I accidentally let the Sheriff in Fallout 3 get killed by the suit, who I killed myself. Realizing that I now would get absolutely no rewards, I went to an earlier save and killed the suit before he fired a shot. I don't want to have to play Heavy Rain a few dozen times (though I very well may) just to get the ending I want. I want to let everyone live the first time, then start experimenting later.
TheCleaningGuy's Avatar - Comment posted on 05/25/2009 12:27
TheCleaningGuy
I can't wait! The more I hear about this game, the more I like it.
Niero's Avatar - Comment posted on 05/25/2009 12:28
Niero
Which reminds me, what the fuck, Alan Wake?
PhazonYoshi's Avatar - Comment posted on 05/25/2009 12:30
PhazonYoshi
@Zippy, not joking, hoping :P
tomr4's Avatar - Comment posted on 05/25/2009 12:32
tomr4
looks interesting.

maybe this'll be the first game to actually get the feeling of withdrawal right.
pedrovay2003's Avatar - Comment posted on 05/25/2009 12:44
pedrovay2003
I never played Indigo Prophecy, but I really want to give this a shot. Release date now!
Los255's Avatar - Comment posted on 05/25/2009 12:47
Los255
High-consequence, and lots of it. My gripe is the Quick Time Events, but whatever.

So if all 4 characters are essential to the connective plot, what happens if they all die? The game ends? The story might be in such a way that only a select few can only die.
Qraze's Avatar - Comment posted on 05/25/2009 12:48
Qraze
wow.
jinqui242's Avatar - Comment posted on 05/25/2009 12:50
jinqui242
In an interview with one of the producers, they were reticent about revealing the save system. Every time the interviewer asked about multiple saves, the producer got a look on his face and said something along the lines of, "We have a system in place for that." I wouldn't count on it!
Niero's Avatar - Comment posted on 05/25/2009 12:54
Niero
Also,

necrozen's Avatar - Comment posted on 05/25/2009 12:55
necrozen
This sounds like something the girlfriend and I can curl up in a blanket and play through together. Beyond the obvious advances this game looks to make in a genre I enjoy, I just look forward to doing something DIFFERENT in a video game.

When preorders are available I will jump on it.
pedrovay2003's Avatar - Comment posted on 05/25/2009 12:55
pedrovay2003
Also, not to be nit-picky, but you see that big hook in the sixth picture? It's not perfectly round where it curves --- It has a bunch of edges that make it seem like it's actually curving.

I've noticed this a lot with games this generation... We have all this amazing power and technology, but we can't make a circle? I don't know, I know this is a tangent, but I have no idea why this is since I can't program to save my life, and I've noticed it before. Any programmers out there know why this is?
Reginald's Avatar - Comment posted on 05/25/2009 12:58
Reginald
I dont see the point of this preview, when everything that's been written about can be seen in the gametrailers footage that was released last friday. still, good write up zimmerman.
PhazonYoshi's Avatar - Comment posted on 05/25/2009 13:02
PhazonYoshi
@pedro, a circle requires thousands of vertexes to look round, it's stupidly difficult to compute. Look at Crysis, however, it has round round things, but that's all shaders - the models are very clearly jaggedy. Honestly, though, I'm sure the PS3 could pull of a simple shader. I'd hope so, anyway.
exodus1925's Avatar - Comment posted on 05/25/2009 13:03
exodus1925
Sounds awfully cool, I really need to get me one of them Playstation 3s. However don't you think that this is dangerously close to the "Press X to not die" school of game design?

@Pedrovay2003: It can be corrected on high powered computers through the anti-aliasing function but it takes up a hella load of processing power.
Deathofthedead's Avatar - Comment posted on 05/25/2009 13:37
Deathofthedead
Glad to finally see a thorough description of how moment-to-moment gameplay will work. This sounds amazing, and might just be the game that gets me to finally knuckle down and get a PS3.
Come on, price drop...
The Pat Man's Avatar - Comment posted on 05/25/2009 13:41
The Pat Man
I'm excited for this game. I played Indigo Prophecy just because of this game just to get a feel of Quantic Dream's style with games. And I do have to say, I wasn't disappointed with Indigo Prophecy. I have to admit, the game made me even more excited for Heavy Rain despite the plot holes and matrixesque after the first half.
Discarded Couch Sandwich's Avatar - Comment posted on 05/25/2009 13:47
Discarded Couch Sandwich
I'm going to coint the term "un-gfaqable" here, because that's what I hope Heavy Rain achives. No failing a level and then running to the internet to resolve your mistakes; just a pure, seamless experience that is determined entirely by your own actions. And entertaining no-matter what you do, natch.

If Cage pulls that off, I will be impressed.
Jonathan Holmes's Avatar - Comment posted on 05/25/2009 13:51
Jonathan Holmes
@ The Reborn- How is it hypocritical to say that some things work in a comedy, but not in a drama?

When done well, racial stereotypes can be funny, especially when they're there to make fun of the way different races are depicted in other media (like the Black Baron and Dt. Washington from HotD:Overkill).

When used to try and tell a serious story, stereotypes only serve to remind you that what you are watching is fake, something that every drama should try to avoid.
Robbo the hood's Avatar - Comment posted on 05/25/2009 13:53
Robbo the hood
The video footage was extremely disappointing. Didn't show off anything other than a long quicktime event, with animation that was startling poor for a pre-scripted cinematic sequence. Quicktime events have always felt like the opposite of game design to me and while this game apparently is trying to make them more than lazy filler it's an uphill battle. Unless these interesting elements they promise contribute heavily to the game I don't think I'll buy it.
Kraid's Avatar - Comment posted on 05/25/2009 14:01
Kraid
I can has Iphone portz plzzzz >_>
Sir playedallot's Avatar - Comment posted on 05/25/2009 14:10
Sir playedallot
Still dont understand whats that special about this game. Yes you guessed right, iam a dumb Xbot but despite that i wouldnt buy that game if i had a ps3. Graphics look ok but not special. Textures are sharp but the models are kind of edged particular the hands and the shoulders. The gameplay looks really boring. I played indigo prophecy and even though it had different endings i just played once trough it and never ever again. I hate interactive movies! I think this game is allready that hyped that surly every ps3 owner will get it. Anyway everyone who loves that kind of games have fun with it, i think its crap. The only game i would really really jealous of as a dumb xbot would be another shadow of the colosus or ico.
TOEmastro's Avatar - Comment posted on 05/25/2009 14:29
TOEmastro
QTE is thrown around as a potential black book list thing. but that's only based on the stupidity of "falling boulder, press x not to die" we've seen so often and jaded our opinions.

QD has proven with IP that quick time events aren't just a cheap gimmick to make sure you're paying attention (That's what the sixaxis is for). It's an immersive choice they made to increase the connection between you and the character

POSSIBLE SPOILER ALERT*


remember in metal gear solid 4, when crawling through the giant microwave. the tap ∆ not to die moment was to have you share the pain of the character. My arm KILLED after that part, and it got the point across
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