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Heavy Rain Hands On

PlayStation 3 Hands On by Oli Welsh

22 May, 2009

Page 2 of 3. <- Page 1Page 3 ->

ARI is graphically exciting; hitting a button triggers a radar-like neon splash around Jayden that traces clouds of orchid pheromones in the air, blood trails and tyre-tracks on the floor, and collects luminescent fingerprints for later cross-referencing. However, it's a fairly self-conscious device for a game that roots itself so squarely in the real world. We ask Cage if we can expect Heavy Rain's other characters to have similar, or equivalent systems.

"No, not systems, but they have different personalities, different backgrounds, and they can do different things. They have access to different parts of the story also, and they can deal in different ways with different situations. Jayden is not a template. Each one is unique." Of these others, we only know their names: Ethan Mars, Scott Shelby, and Madison Paige, the young lady from the Taxidermist demo.

Jayden's scene, from somewhere in the middle of the game, sees him visiting the junkyard of a burly, threatening car scrap dealer called Mad Jack. A car used by the killer has been tracked here. It's a gloomy location under an atmospheric, glowering sky; it looks as if it's been shot in shallow focus through an ochre lens filter, very moody, very David Fincher. Although you can move Jayden's head around with the left stick - dictating where he looks and walks - and switch between tight and long tracking camera angles at will with L1, Heavy Rain still has a studied, cinematic look, carefully composed at all times.

There's been a major change to the interface for contextual actions since Leipzig. Clear white cues for stick movements and button presses are embedded in the scene in 3D; if the game wants you to open Jayden's car door with a flick of the stick to the right, the symbol will appear next to the door on the screen, no matter what the angle. In fights, the cue for dodging a punch will appear next to the aggressor's fist as it moves - for picking up and swinging a piece of piping, by the pipe on the floor. Sixaxis shake is used in appropriately desperate moments, but otherwise motion control seems to have been stripped back from the Taxidermist demo.

'Heavy Rain' Screenshot hr2

ARI in use; eat that, CSI. Exciting backlit test-tube montages are a thing of the past.

It's incredibly effective. Yes, Heavy Rain still offers entirely scripted, choreographed, simon-says action, but the presentation - from the in-scene cues to the fluid, fast and natural camera cuts - is in a new league, and the pacing is excellent. Quantic has coaxed quite a dramatic range from the pad, too, using shake, button hammering, and lots of flicks and quarter-circles on the stick to find an appropriate input for each action. There will be three difficulty levels, which will determine how precise your timing needs to be, and the variety of moves you'll need to pull off.

There are some more neat integrations of interface and display. Pressing L2 brings up Jayden's thoughts as words revolving around him - "cold", "withdrawal", "Shaun". Each is matched with a button that will trigger a voiceover, mixing emotional colour with plot hints. If the character is calm, they revolve slowly and are legible, but in stressful situations the words will move fast and letters will blur to emulate confusion and make it harder to "think".

The same system is used for conversational options. "If you are really calm, you'll be fully in control of what you want to say, whereas if you're really stressed and nervous, you will have less control over what you say," says Cage.

'Heavy Rain' Screenshot hr3

Do criminals really call themselves things like Mad Jack? Probably, sadly.

All of this, including ARI, features in the junkyard scene. After exchanging a few words with Jack, Jayden uses ARI to examine the workshop, where blood trails lead to a skull in an acid bath. Jack responds with a gun to the back of Jayden's head - if you don't find the body within a certain time period, the game will force this event. A scuffle ensues, and then a conversation where Jayden must threaten and cajole information out of Jack. He suffers drug withdrawal - you'll have to use the "impress" system here, holding down an awkward layout of buttons to emulate discomfort as Jayden rummages desperately through his pockets for the Triptocaine - and Jack regains the upper hand.

Jayden wakes up in a car headed for a grisly end in the compactor, where tense split-screen action ensues as you shake and jolt yourself free to the strangely sinister jangling of bluegrass on the radio. Finally, a climactic scrap with the huge Jack - Jayden always and convincingly at a physical disadvantage, which is rare in any kind of videogame combat - ends with the scrap dealer dying under the tracks of his own JCB. Or does it?

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Comments: 1-50 of 89 in total | next 50 »

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Garulon
22/05/09 @ 08:21
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Will there be thumbstick shagging like in Farenheight?
penhalion
22/05/09 @ 08:22
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I'm still not even slightly convinced by this (saw it a few times now at GDC's and what have you). It's too much like a QTE heavy cutscene rathere than an actual game. It looks beautiful but, at the expense of any actual control over the scenes. I would have preferred something akin to an updated Broken Sword style of interaction, rather than a simple point and shoot style of interaction i.e. you point the character at something and let them go off and do it.

Narrative wise it seems to be very movielike but, that hardly inspires any real interaction with it as a game.
IkariW
22/05/09 @ 08:23
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A very good question Garulon....

Ikari
Edited 1 times, most recently on 22/05/09 @ 09:23
Goodfella
22/05/09 @ 08:24
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I really like the look of it. Something different to the multitude of shooters and racers out there.
IkariW
22/05/09 @ 08:25
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This games got whats commonly known as 'Dragons Lair syndrome' written all over it.......

;)

Ikari
Domovoi
22/05/09 @ 08:25
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Past experience and cynicism tells me that this'll be a fairly decent adventure game that limits the nonlinearity to choosing between three different endings and a couple of minor differences per scene that don't really matter to the story. How many times have we seen stuff like this hyped in exactly the way Cage is doing for Heavy Rain, for it to ultimately be something fun but 95% traditional and in no way groundbreaking?
Goodfella
22/05/09 @ 08:27
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Jeez, people analyze games way too much these days.
guernican
22/05/09 @ 08:31
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It's interesting how, in so many walks of life, it usually counts against you to describe things as groundbreaking, seminal, behaviour-changing, paradigm-breaking and so on. Because it makes you sound like a cunt, for a start.

That doesn't seem to apply here, eh? Oh, wait. No, it does.
Domovoi
22/05/09 @ 08:32
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Jeez, people analyze games way too much these days.

People hype games way too much these days. If you're going to say your stuff is so special and groundbreaking, you're inviting analysis of what you're claiming. He could've also just shut up and delivered, rather than playing these "this is so special that you won't even see it" games.
rotmm
22/05/09 @ 08:34
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@Domovoi,

That's exactly how we should think of this game. I know the devs are trying to promote it as an interactive movie, but I much prefer to think of it as the modern equavilent of adventure titles such as Broken Sword and Grim Fandango. And if there's a genre that needs both an overhaul and a comeback, it's adventure games.

Just a shame that this game isn't out for a long while yet.
Goodfella
22/05/09 @ 08:34
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Yeah but do your analyzing when the game is finished and on shelves then perhaps?
Negotiator
22/05/09 @ 08:35
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Not looking so good now.
ZuluHero
22/05/09 @ 08:35
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I think it sounds great. Recently there have been a few good reasons to get a PS3. I might be taking the plunge sooner than i expected...
penhalion
22/05/09 @ 08:38
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@rotmm

The one thing that Broken Sword and Grim had in common is that you felt like you were in control of your character. Fromk everything I've seen and experienced of this game. The one thing you don't feel is in control. It really is like simply triggering cutscenes then watching the results. Think of it this way. It's like MGS4 with the minimal gameplay removed!
DavidBoring
22/05/09 @ 08:39
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triptocaine....
lol
Goodfella
22/05/09 @ 08:40
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@ penhalion

The problem being?

If you don't like the idea don't buy into it.
rotmm
22/05/09 @ 08:41
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@penhalion,

I agree to a certain extent and I'm not saying the gameplay apes those titles, but rather that the game has more similarities with the adventure genre than any other.

@ZuluHero,

If this game is a defining title that will push you to purchase a PS3, you can still hold on as it won't be out until next year.
Domovoi
22/05/09 @ 08:42
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Yeah but do your analyzing when the game is finished and on shelves then perhaps?

Analyzing the game, sure. But since the pre-release hype is already out, we can freely analyze that, right?
ZuluHero
22/05/09 @ 08:46
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@rotmm

Well "Trico" would be the 'defining title', but games like this help :)

Either way it seems i can hold off for a while longer, as you say :)

Negotiator
22/05/09 @ 08:46
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Give me Alan Wake any day of the week.
curtlikesmeat
22/05/09 @ 08:51
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This doesn't look too convincing so far, especially after the promising of The Casting video - fair play for trying to do something different though.

Since they're doing another Nomad Soul game too I'd prefer they didn't focus on quicktime style events in that, I'd like it to be a more updated version of the original. Oh and more Bowie soundtrack please.
Edited 2 times, most recently on 22/05/09 @ 09:53
ardamillo
22/05/09 @ 08:54
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"holding down an awkward layout of buttons to emulate discomfort"

Please no shoulder button mashing...
rotmm
22/05/09 @ 08:54
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@ZuluHero,

Well, "Trico" probably won't be out this year either :(
GreyBeard
22/05/09 @ 09:03
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Since when is this a 2010 release?
Its out late this year according to every source out there, why do you think they are starting to promote it now?

Petulant_Radish
22/05/09 @ 09:03
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So is this going to be one whole ‘press X not to die’ fest? It just sounds a little pretentious, interesting yes, but still pretentious. But then I only like killing things, blowing shit up, and saving the world when I play computer games. Should I wish to absorb culture I would rather take in a play, or a medium a little more emotive.
peak_performance
22/05/09 @ 09:08
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Comparing this to actual adventure games as Grim Fandango just doesn't seem right. Where does the thinking part come in when everything seems as straightforward as it gets with prompts and everything?

If anything I'd compare it to the Clock Tower series, even though that isn't QTE.

I still think Cage sounds like a cock, was mightily disappointed in Fahrenheit so I'm vary this time.

Edit: Just saw some new gameplay from it, looked like this scene. Wow, it was pretty bad.
Edited 1 times, most recently on 22/05/09 @ 10:16
rotmm
22/05/09 @ 09:10
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@GreyBeard, "Since when is this a 2010 release?"

Since the producer was interviewed at Gametrailers and stated that to be the case.
n3rdh8r
22/05/09 @ 09:10
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I loveddd fahrenheit. From beginning to end.

And this has a motion-capped Carice van Houten. Hmmmmmmm.

space ace
22/05/09 @ 09:14
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someone bring an umbrella
bluem4gic
22/05/09 @ 09:17
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Heavy Rain = David Blaine
squarejawhero
22/05/09 @ 09:26
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Having seen it moving now, this looks like the graphics have taken a massive step back from what was shown before. It's lost a lot of what made it an attractive proposition given the type of game it is. The script I've heard so far really is a bit sub-par too. I was pretty hyped for this before, now... very much not bothered.
ZuluHero
22/05/09 @ 09:26
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"So is this going to be one whole ‘press X not to die’ fest?"

erm... isn't that all games?
LazyDan
22/05/09 @ 09:29
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7/10 written all over it
LazyDan
22/05/09 @ 09:30
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also including a 400 page thread of people sore that another highly anticipated title for their machine has again failed to validate their investment

and then people laughing at those people
GreyBeard
22/05/09 @ 09:36
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@rotmm

Having just watched at 21 minutes of GTTV, its Geoff Keighley who says "next year", not the producer. Which is odd as everywhere else (including the epic multi-part thing at 1up) is still saying late 2009.
schachmatt
22/05/09 @ 09:40
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"So is this going to be one whole ‘press X not to die’ fest?"

"erm... isn't that all games?"

That's like saying a multiple choice test is the same as writing an exam.

Cage really should be head of OnLive.
TheComedian
22/05/09 @ 09:41
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@ Goodfella

People like you really piss me off. Why the hell would anyone be looking at a hands-on preview of a game, without the intent of prejudging it/getting to know more about it before retail? There would be virtually NO point to this kind of article if everyone just waited until 'the game is finished and on shelves' - this is to whip up excitment, encourage discussion and speculation, to 'analyse' what we know so far.

Grow up.

p.s. - this game makes me want to get a PS3 :( Although, people said the dialogue in Fahrenheit was amazing, and that was a stilted mess.
Goodfella
22/05/09 @ 09:51
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Grow up?

Hehe, well done on using probably the most overused and ridiculously unfounded internet comment.
MeBrains
22/05/09 @ 09:56
#39
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I was a bit sceptic about this. It does sound a lot better now. Not because this is a game I want to play, but because Mr. Cage and team seems to have some splendid ideas on how to visualize things. L2 for thoughts aye?
rotmm
22/05/09 @ 09:57
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@GreyBeard,

I don't recall any of the articles or interviews over at 1UP stating a 2009 release. If I could be bothered, I'd go check, but I'll just take your word on it instead ;)
Agent_Llama
22/05/09 @ 10:00
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Fahrenheit had the potential to be amazing - but the insistence in using awful QTE's and the worst tacked-on stealth section in a game ever left a bitter taste behind.
ZuluHero
22/05/09 @ 10:10
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@schachmatt

In any game, if i don't press the right buttons at the right moment in time. I'm going to die... Fahrenheit wasn’t an insta-fail if you missed a QTE remember. You were allowed to make a few mistakes.

From the video's ive seen HR looks no different.
Edited 2 times, most recently on 22/05/09 @ 11:13
Gurgeh
22/05/09 @ 10:23
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They're making a game based on Chubby Rain from Bowfinger?
GreyBeard
22/05/09 @ 10:25
#44
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@Petulant_Radish

So trying to do anything more ambitious or different than the usual is "pretentious" is it?

You make me a sad panda, you really do.
mrmrc84
22/05/09 @ 10:25
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I'm now once again unsure about this game. I think the facial movements and voice acting can hurt this quite badly, thats my main concern with all lip-sinc acting now in games, it looks a bit rubbish. Fair enough if its Killzone or Gears, I can ignore the fact its off putting but when its a drama/emotion driven story watching maniquenes acting doesn't quite cut it.

Personally I enjoyed Farenheit when it came out, at least the first half of it anyway so something else in that ilk would be great. I think the problem with this generation is I expected too much, the bar to be raised much higher than it has been and even games I thought looked amazed 2-3 years ago I'm now indifferent towards.

It's still 90% likely I'll still at least play this game, if not buy it on release.
SpaceMidget75
22/05/09 @ 10:28
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Well, I've been quietly intrigued about this. However after seeing the video over on Kotaku I have to say the graphics definitely look like they've been dropped down a notch. It was also pretty much entirely QTE, and irrespective of whether they have multiple outcomes to them, they are what they are and nothing revolutionary.

Now I actually don't mind QTE stuff but they seem to have over hyped this. So far it appears to be nothing more than a next gen Fahrenheit.

These sort of games will live and die by their story and puzzle elements. Unfortunately that seems to have taken a step backwards since the 'point & click' days and been replaced with fancy graphics, voice acting and QTEs.
Edited 1 times, most recently on 22/05/09 @ 11:30
kangarootoo
22/05/09 @ 10:35
#47
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@Goodfella

There is nothing whatsoever wrong with good 'ol fashioned speculation. Forming a final opinion without seeing the final product would be bonkers, but speculation isn't the same thing.
the_dudefather
22/05/09 @ 10:58
#48
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@Gurgeh

If this game had 'GOTCHA SUCKA!' as a dialogue option it would be a day one purcahse for me

I'm not sure about this, shares my current standing with Alan Wake as a 'looks interesting, but what is it exactly?' game
Rodchenko
22/05/09 @ 11:15
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I am rather sceptical about this myself, but generally I am all for encouraging designers who try to explore alternative gameplay paths and new methods of interactivity. For the same reason I can't really understand all the negativity steered at this.

Why, for example, is it labelled 'pretentious', when a game designer with enough money and liberty at his hand is trying to create something in tune with his personal vision, rather than producing yet another piece of software which strictly abides to the 10 commandments of a respective genre of which we already got numerous identy-kit versions out there? Sure, the whole thing might still fail (maybe because the vision sucked in the first place, or the gameplay doesn't deliver on the concept), but to dismiss it from the outset on grounds of 'pretentiousness' seems to me a bit -- well, pretentious.
Petulant_Radish
22/05/09 @ 11:17
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I didn’t want to make anyone a sad panda, I am sorry. Perhaps I am mistaking pretentiousness for convolution mingled with a hint of minty passion, dusted with fairy flakes.

And Zulu, yes effectively a lot of games can be bolied down to ‘press X not to die’ but generally you have a little more interaction around it than pressing one button, though not having played this I have yet to see if that is the case, but from what I have read so far it seems like one big QTE, which I am not a fan of.

I would like to see my actions on a controller directly represented by a character on screen, seeing a cinematic after pressing a button is less desirable in my eyes.

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