also, you NEED to marry half life 2. im not giving you any other options.
When a choice comes up, it should be presented as something that would actually make the character think, so there's no longer a 'right' answer and a 'this is me, fixing all the conflict' answer. That way it can still be the player who makes the choice (as opposed to the character) but it doesn't feel too disruptive.
That is, to the character, both choices are equally valid, so over the course of the game the character begins to mirror the player, in terms of how they react to the problems. Basically, the problem at the moment is that if a character has too much of a backstory, he should react in a certain way, so we need more blank slates for this to work.
Cons
Story/Dialogue: One word: Horrible. One would think a game that depends so strongly on story, characters and dialogue, that it would be good. I'm not expecting Kafka, Dostoevsky or Camus quality here, but this is not even "Silent Hill :Shattered Memories","Uncharted 2", "Bioshock" or "Mass Effect" quality. Think of every cliché found in shows like: "Law and Order" or "CSI", It has them all and more. For example, there is a scene where the father is looking for his son, he finally realizes he can't find him. So, he walks to the middle of the streets, gets down on his knees and raises his arms out and screams his name while the rain is dripping down his face. This was a very lol moment. The story really is bad, and I am astonished at gamers reaction to it. Anyone who thinks this game has a deep, emotional and intellectual story really have to go out and get a book because this is laughably bad, Cringe worthy actually. Video game stories have been improving in the last ten years, and this game sets it back to 1999. This game is for people who think they are "intellectual" or "mature", but in all reality, if anybody have some braincells they can see the mess the story, dialogue and characters are. It fails as a movie and fails as a game, and most importantly it fails in trying to be artistic.
Voice Acting: It's all over the place. sometimes the voice acting is so bad it's distracting, it really pulls you out of the immersion the game offers. Again, why would a game that depends on story have bad voice acting? I tried switching the language track. I get the same results in French and Spanish.
Control: Control? The few times you get to "control" your character is horrible. Everyone moves like a tank, and one would think the developers wanted good controls to keep you immersed in the game. Once you start walking straight into a wall for the tenth time, you tend to get out of the immersion this game is trying to achieve, and no you do not get use to it.
Pros
Music: Very good. Dark, moody and atmospheric. Perfect for the game subject matter.
Don't want a shooter or another FPS game? Support real games with great controls and a great story that's original and fun! get "Silent Hill: Shattered Memories" I am not a "fanboy" of any company. I love and respect all, but I love and respect games even more, Please support great games that do something different...That's actually good. I'm assuming people who purchase "Heavy Rain" are for something different, but I hope gamers will realize what is hype and what is good. "Shattered Memories" is ART, not "Heavy Rain"
Since it would be really difficult from a developer's POV to make a game that let you create your character's personality and plotline, maybe they could have choices that were still plausable for that particular character's personality but would still carry a heavy weight on the outcome of the story. This way, it wouldn't be totally unrealistic, but the player would still have a choice.
It's clearly not a game made for everyone. I have little to no interest in it but a friend of mine can't put it down.
Heavy Rain in my opinion is a very significant game for the industry and I game more games take lessons from the likes of Mass Effect and Heavy Rain. They are not everybodies cup of tea but in a world of game clones its nice to see something different.
I see the words "plot holes" and "heavy rain" together, and I can only conclude that you haven't played it yourself, or enough to understand that there aren't any.
If we compare Ebert argument and you agreeing with him that players are ultimately responsable for the quality of the experience. Why did my game killed Ethan when I drank the poison , saved Shawn , didn't died from the poison because it was fake and got that fucking stupid police execution when I thought I had cleared all the game's obstacles to keep everyone alive.
This scene alone made me upset at the game. It punished me at the very end for not surrendering to Blake during the Motel escape scene. I did all the trials , saved Shawn and took the right paths to save the goddamn kid and Heavy Rain congratulates me with a curtain of bullets and an orphan.
Blake was an asshole but seriously that scene alone was not even triggered by the player. The game decided that it was obligatory for Ethan to die without my intervention while on the other hand I did my best to keep him alive all thorought the game in MANY life/death sequences.
This is total bullshit.
also , I liked the game despite my ending.
However, I then played the game again. This time I played Ethan as fairly different character. He ignored Shaun and didn't feed him, he sat around moping upstairs watching old family videos and listening to depressing music while sitting on his bed, and he also drank heavily. He didn't make Shaun do his homework, and he forced him to go to bed before his normal bed time so he'd have some alone time. He ended up coming across as a much more broken man than the first time. When Shaun was kidnapped his attempts to save him felt like more of a chance of redemption on his part (to the point where he would even kill the drug dealer). But all that left him even more battered and vulnerable than he was before, so when Madison showed some affection toward him he accepted. His speech afterward where he claims he feels betrayed ended up fitting right in. The idea that even though he wanted to save his son but would still fall for a woman like Madison after caring for him made just as much sense as the Ethan that only cared about saving his son.
That being said, I will agree with what you said about Shelby's character. I didn't like that plot twist much at all. It did not make any sense given the way I played the character throughout the game (or even often times that I didn't have control over what he said/thought), but I think that was less an issue with choices screwing up the narrative and more an issue with a poor thought out plot twist.
Scott Shelby was obvious (after player it) when you see his first met up with the "Freebie" girl.
he just want the letter and seem piss off!
Second time they are in their appartement, he almost freak out, when the girl talk about to search who got a Old Text Machine + Orikami book. She said that, when SHE SAW A ORIGAMI BOOK ON THE TABLE !!!!!
Yeah, the sex scene after a Heart breaking kill ( even if the guy got a shotgun ) was weird. I don't think if you said no, the story is mess up about the two.
I don't find the story to be bad at all ! Some plot hole ( ethan black out ).
BUT the plot hole are FOR confusing you ! I suspected almost every one on the game ! 1st Ethan, 2nd Blake ( hate that guy xD ), Madison, Scott, The son of the rich man. The rich man.
DAMN, it was so nice.
I see that american, that played on English, didn't all get into the story.
I tried one time to put it in english, and YES, the translation is BAD.
But in French ( original language ), it's SOOOOOOOOOOO F*CKING NICE !!!!
Maybe the translate just turned off too much people.
FIRST GAME, that i cried so much... 3 times ! SO MUCH NICE DIALOGUE.
Never felt so much emotion on a game, even never really had emotion during playing a game except laugh or "yeah success" or "damn it's hard".
Just some movie made me cried, and this game make me fell emotion like never before !!
And last thing, about the poison drink OMG !!!!!!!!!!!!! How can you think ( I will die before reaching Shawn )
That's so STUPID, the master ( Scott ) always was fair in his games ( always tell the real rules and give letter at the end ). Why he would mess it up at the end??
I suspect Anthony Burch to just rushed the game, and looking for trophy. The "drink poison" comment lost all credibility for me lol.
I was just sad because he thought : I would save my son and die after?
I didn't want to see that at all.
I loved this game so much ! ARI are the best glasses ever ( the Falls theme is so COOL )
I'm pretty sure that has nothing to do with surrendering to Blake, I believe that scene happened because Madison wasn't there. I didn't surrender to Blake and got everyone to the right scene at the end and everyone made it out alive. (Well, except Shelby.)
The only scene in Heavy Rain that I think is unjustifiable is the sex scene, in fact. Otherwise, I never once felt that I was adhering to or straying from a sensible narrative in lieu of frivolous divergence. It is plausible that Ethan couldn't bring himself to complete the last two trials and it is plausible that Scott Shelby would display compassion (at no point does he act vindictive to his victims, he empathizes with them). I honestly think that the game is brilliant in the vast majority of the choices it gives, precisely tailored so that either outcome is reasonable, depending on the perspective of the player.
But I know that, particularly on Destructoid, a voice praising Heavy Rain will be more drowned out than Shaun Mars (ha ha ha), so whatever.
For me, the very fact that you -could choose- allowed me to suspend my disbelief enough to enjoy the game. All games require a heavy dose of this kinda suspension, where Heavy Rain differs though is in its presentation. There were some glaring inconsistencies with the story and how I played it toward the end... especially with Scott. But the fact that I am given the power to -make the choice- is what sells it for me and allows me to overlook these plot holes.
I think this criticism is warranted and constructive enough for the next dev to attempt this kind of game to make improvements. But overall I think we, as a gaming community, should embrace this kind of creativity and ambition in making video games. Can you imagine, if this game sells well and establishes a profitable genre, how much better the games will be in 5 years? What about in 10 years? Oh man... makes my head hurt.
I don't think traditional gaming is going anywhere for a VERY, VERY long time, but I do hope that other companies will experiment and continue to evolve this type of game. And I don't think we should write Heavy Rain off as some one-time Hollywood-wanna be. There are enough valid mechanics in the game that could be ironed out and evolved over time to make something truly remarkable.
There -is- a perfect formula out there, we just haven't discovered it yet.
I don't think that happens to Ethan because you didn't surrender (if you DO surrender, you just get broken out a scene later). I think it happens if you don't have Madison or Jayden available to walk you out of the factory so the cops won't fire on you. Where were Jayden and Madison in your finale?
Great article Anthony. It seems like an article that had to come from you, so I know you have the same intentions as the rest of us, but can see that Heavy Rain isn't helping, its hurting.
One's suspension of disbelief only goes so far, and may break upon the disruption of a consistent performance. But there are many ways of telling a story, some of which do not care about the cast, plot or even resolution.
When we read about The Allegory of the Cave, we aren't caught up in whether the trapped individual will have enough food, or why they are concerned not with the shadows, but more with escape, desperation and possibly revenge. The story instead becomes a container into which we poor our own thoughts and feelings and the canvas on which we add our own palette. A strong performance in a play, movie or book becomes a vehicle that get into.
For a videogame to be high art, it would get us to think, to question, to reflect. It may do this on the back of it's narrative, or the moral choices it presents, it may also do it on the metagames, on the friendships we build and initiate based on the paths we take. And just as some films and literature are considered high art, without being universally regard as such. So too, is it impossible for any one videogame to affect all. This is no flaw.
The real flaw is to exile an entire medium of communication, simply because it does not fit in as nicely with one's world view.
She shows up during the ending if she finds out where Shaun is held. You have to make sure you enter the password into the computer before Shelby shows up.
...also I just finished Mass Effect and I have such a crush on it still. The choices in the loyalty missions as well as some of the story missions towards the end... Superb. Gonna play again as my alt Shepard, a more cutthroat (and more male) character.
Never had much interest in this game, don't have a PS3 anyway. Interesting nonetheless.
I think you're correct. It seems that it's the difference between who the characters want to be, and who we make them. It works well in Bioware games because we have direct control over nearly every action the character does, or comment the character makes. We craft their persona as the game progresses, and because of this we identify with the character on a very intimate level. So much so that if we choose to have them do or say something that runs contrary to all of the choices we've made up to that point, it still doesn't fall outside the purview of their character because we are able to rationalize (the good kind) the choice. Maybe somewhere in the game, for some reason, your Shepard had a change of heart. Maybe even though he's played the paragon the whole way through the game, the final decision seems to make more sense if you go renegade.
Heavy Rain, as you've said, doesn't do this. Ethan is Ethan. He isn't the Ethan I made, or the Ethan Anthony made. He's the same Ethan for everyone, and I think you're very correct when you say it creates a disconnect between what I make him do, vs. what he would do if I weren't in control.
Jayden wasn't there because I stopped using is ARI glasses.... Yeah I guess the surrendering has nothing to do with it. But if I recall , I had proof on Madison side that Ethan was not the killer.
Also: SHELBY IS THE MOTHERFUCKING KILLER!?!?!?!?!? WHAT!? THAT IS THE MOST RIDICULOUS TWIST I HAVE EVER WHAT THE FUCK AAAARRRRRRGGGGGGGGHHHHH
You know what would have made PERFECT FUCKING SENSE? Ethan being the killer. Seeing as we're playing as this guy who we automatically presume is wrongfully accused, how is it not a shocking ENOUGH twist to have him be the killer? It would be just as shocking to have everything we've been shown throughout the game that causes us to suspect Ethan (and that, because we are familiar with the genre trappings of murder mysteries, causes us to suspect that he is being framed) be proven absolutely right.
Well, okay, it might not have made perfect sense. The trials might seem rather pointless if he were already the killer. Unless it's his other personality trying to convince him to accept that part of his identity or something. But that still feels weak from a narrative perspective...
I dunno. But Scott Shelby being the killer is just stupid. Or maybe I'll end up thinking it isn't, depending on how the game presents it. But...
Goddamnit, I'm so torn on this game.
Anyway, great article, Anthony.
You can escape from the second capture, but I assume only if you didn't get captured the first time.
Regarding the Se7en thing: that's fair. But I'd also contend that, given Mills' development up to that point, his letting John Doe live would simply make for a worse movie. It's not entirely unbelievable that Somerset might have changed him, but it's not unreasonable to claim that the ending and the film as a whole would lose a lot of its punch.
I'd at least partially agree about Shelby's character, were it not for the fact that he pulls a gun on Ethan right after congratulating him for being such an awesome dad.
It's still confusing however when it comes to the final outcome. My entire playtrought fooled me in believing that Ethan was not the killer and that both Madison and Jayden had proof or doubts at least to proove his innonence. Ultimately it came down to that stupid Blake and his trigger-happiness.
oh well.
This part actually makes a little more sense in some of the other endings. He can't anyone who knows his true identity go, because he doesn't want to spend the rest of his life rotting in jail. It makes a little more sense when Madison is there too, since Madison directly found out who he was.
Though you could also view that as one final test for Ethan. Would he risk being shot to save his son, or try to escape?
Also, everybody talking about how great Heavy Rain is, try watching some real noir and then come back to me.
However, doesn't the player have the right to make his experience what he wants it to be and is that not the pleasure of playing a game? I would go as far as to say that that is why a person would enjoy playing a game OVER watching a movie - being in control of his experience and what he takes away from it...
That doesn't make the story any less important or strong or anything. What it makes it is personal. Why is that a bad thing?
I'll be generous and say Heavy Rain might be artistic, but the game is so flawed to the point of nearly being non-existant that I wonder if we have to start calling these things something else.

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