Heavy Rain
Life on Mars.
"We don't make Dragon's Lair! This is not Dragon's Lair - do you think I'm crazy? I'm not stupid. Do you think I develop on PlayStation 3 to do Dragon's Lair again? It would be absurd. Of course it's not." David Cage is basically hopping up and down in the middle of a hotel room in Germany. "When there is an action sequence, yes we integrate this quick-time event sequence. We've done it really in a new way, we really started from a blank page again to try to take the best out of this type of interface and find the thrill and excitement and make you feel at the heart of the action."
There's no word of a lie there. Describing Heavy Rain as a bundle of quick-time events simply isn't accurate. Although, doing so has led to some excellent sarcasm, my favourite being smartgun's comment on the Mad Jack video: "I like the bit where you have to press Triangle. I love pressing Triangle."
But while you may be tugging odd triggers and choosing between context-sensitive button prompts, rather than twirling analogue sticks to move and see and punching people with the X button, you're in full control almost all of the time. The QTE jab must be particularly frustrating for Cage, too, because Heavy Rain's interface is unusual, but it's slick, and actually far more versatile than the majority of other action-adventure games to which people refuse to compare it.
It not only gives you direct control over a vast number of items in the environment, but combines that with numerous options to express yourself, and in scenarios other games would choke on. During quieter scenes, exploring the sets Quantic Dream has built to tell its story is almost distracting. Ooh, I can open the microwave. Ooh, I can turn on the washing machine. Ooh, I can juggle the fruit. The fine detail is amazing.
Up to now presentations of Heavy Rain have focused on tension and action. The original teaser scene involved breaking into a house and then escaping again when its murderous owner returned unexpectedly. FBI profiler Norman Jayden's investigation at a wrecking yard ended in a brutal fight over and around a crusher and a JCB. Madison Paige's attempt to outwit a club owner at E3 was tense and uncomfortable (and pretty distasteful to some). Today's scene certainly is quieter: it's Ethan Mars, a single dad, looking after his son for the evening.

Ethan Mars and the other characters are extraordinarily lifelike - a testament to the painstaking work by Quantic Dream and the actors involved.
Heavy Rain has four playable characters (the one I've not mentioned so far, Scott Shelby, is a private detective) and each has a particular interest in the Origami Killer, whose victims are discovered dead, four days after their abduction, having been recently drowned in rainwater. At the stage we're seeing Ethan Mars today, his involvement isn't completely set: it won't be until his son, Shaun, is kidnapped, and he realises he only has four days to do something about it.
That's why there's no essential gravity or urgency to the scene, but also why, for Cage, it's so essential: in order to empathise with Ethan's plight later on, we first need to get to know him, and understand his relationship with his son. By wandering around his bleak, depressing little terraced house (it reminds me of the place my dad bought when my parents split up), and speaking to Shaun, we get to see that in action.
It's also, in a game where many events will be determined by your actions, full of minor decisions. On the blackboard in the kitchen there's a schedule for the evening - give Shaun a snack, get him to do his homework, make him dinner, let him watch TV, put him to bed. You can choose to do your best for him - gently put your foot down about getting the homework out of the way, for instance, and check it for him afterwards - or not bother. If you switch off the TV and refuse to let him watch cartoons, he goes to his room and screams at you when you confront him.
It's easy to find out about Ethan and Shaun's past, as the game weaves it into a number of scenarios - Ethan blames himself for the death of Shaun's brother, who ran in front of a car after getting lost on a shopping trip - but the more you explore the house the deeper the revelations go. In Ethan's office there's an architect's drawing coated in dust - a reminder of happier days in the family home and his old job. If you switch on the small TV here Ethan watches a home movie of his sons playing in the garden, and breaks down crying.
Is it fun? Almost never. Using the DualShock3's motion sensor to cut out a slice of pizza, or going downstairs to search for Shaun's teddy bear before bed, or sitting down at the kitchen table to watch over him while he does his homework - it all fits, but none of it entertains. Is it interesting? Almost always.
Cage has spoken in the past about his belief that the majority of games are emotionally shallow, perhaps making you angry, frustrated or anxious, but little more. Are we feeling anything else here? It's certainly difficult not to empathise with the broken husk of Ethan Mars, going through the motions of fatherhood despite his very obvious depression. In my life, I've lain in bed at night sometimes and wondered whether my dad's really alright living alone in another city. It makes me sad. Ethan Mars looking after his kid brings that out again.
That foundation seems to be what Cage is driving at, and in that sense the Ethan Mars scene is enormously successful. Achieving it has taken painstaking work, too, and not just in the banks of artists building and lighting every object, or in Cage's extensive scriptwriting. The camerawork deserves particular credit - the way the fixed view switches to inside a bathroom cabinet looking out from behind a box of sticking plasters to frame Ethan's face, for example, may be incidental, but it holds your attention despite the functional context.
Elsewhere Pascal Langdale, the actor who plays Ethan Mars, talks to us about endless days in a full-body motion capture suit, about having to redo facial close-ups because a bead of sweat displaced one of the reflective markers attached to his cheek, about having to learn every line of dialogue in every possible outcome, because if his eyes moved left and right to read a script it would show up in the recording. The strength of the acting is particularly impressive when you consider that Ethan may need to get angry or soften considerably from one moment to the next depending on your input - getting that to look authentic must be torturous.
It's a testament to the developers' and actors' extraordinary dedication, then, that my first instinct is to react to the scene in terms of its dramatic goals and content rather than its technical construction, which is immaculate. And despite my initial reaction on the day (something I alluded to prematurely in our gamescom awards piece) listening back to the tape I feel different about it - never does it really feel forced or overtly contrived, despite the complexity of its purpose. "No one will shout at you or blame you if you do something wrong," says Cage. "It's just that the relationship will be affected."

The game sometimes uses split-screen and other directorial flourishes, but they all feel coherent. A lot of the time the fixed angles merely frame the obvious, and frame it well.
The only slight concern is the strength of the dialogue, which is a little stilted in places. "You can come now Shaun," says Ethan from the kitchen. "Your meal is ready." But then in other places the tone and delivery is pitch-perfect. "Dad? Why do you look so sad?" asks Shaun after Ethan tucks him in. "I think I just need some time to get back to the way things were." "You know dad, what happened to Jason wasn't your fault," Shaun ventures. It's a brave thing for a child to say, and it's at this point that my attitude towards Ethan's son solidifies into compassion. "Good night Shaun," says Ethan, ending the conversation, but not harshly. As he exits the room, he leaves the door slightly ajar so that Shaun won't be left in total darkness.
There are other games that deal with weighty subjects, and there are other games that use intimate, everyday events to develop their stories, but it's enormously encouraging - and unlikely - to encounter one with such vast financial backing and creative freedom. Heavy Rain won't be for everyone. It will be exciting and intense in places, but it doesn't seek to be "fun" by any traditional gaming yardstick; its controls and gameplay scenarios, though interesting and progressive, are a means to an end.
Its success or failure, overall, is impossible to judge even after so many showcases and miles of copy. But rather like our understanding of the mechanics, there's a sense beginning to crystalise that it may not end up being a game that its audience goes into expecting to be entertained, but something they choose to go into for other reasons that prove to be just as valuable. It's as fascinating a prospect now as the semantics about quick-time events and button-matching are ultimately irrelevant.
Heavy Rain is due out exclusively for PS3 next year.
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Comments (95) Latest comment 2 years ago
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I like him. He's got passion. Confronted with utter idiots who spout "Dragon's Lair" and similar nonsense, I can understand how it makes him angry. Stupid people can be annoying.
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Don't see why this can't be fun in its own way. I'm looking forward to it.
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It might me pick up a PS3 in a couple of years though.
Life's a bitch!
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we have yet to see if these people are idiots. none of us has played this game yet, and while i want this to be good, there's a big chance that it will be total fail.
let's reserve the judgments until after release
edit: -6 for not biting into the hype? lolz
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It doesn't help that I thought Fahrenheit was abysmal.
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You don't have a normal "Button A does this" "Button B does that" control mapping. Only moving around stays the same.
If you can interact with objects on screen, they have a small icon which tells you which button to press. In the demo on the show floor, which seems to be a different one than shown to the press, the protagonist had some analysing sunglasses available. He would walk around the world with a small "quartercircle right CW" icon next to his head. All the time. If you make a quartercircle with the right thumbstick, he would get his glasses out of the pocket and wear them, giving more options for gameplay like a small "R1" icon hovering next to his right hand, to analyse the environment.
But if some action happens, stuff you can do also gets a small icon that suddenly appears on screen. And this is no different from a QTE.
That said, many of the QTEs seem fitting. There are some buttons, like the L1 and R1 buttons, which seem to control the hands in one way or another. But the rest, for me, was guesswork.
The problem: Having to instant-press "X" oder "Triangle" or whatever, when you have no clue where this button is, because you don't know the controller layout is INFURIATING.
I have an Xbox, and I never owned a Playstation. But with the reduced price, I'll get a Slim for this game. Yes, it is that
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Thinking about it now this game reminds me of that wierd free downloadable game where you go to dinner with friends and your actions decide if they get divorced or not. (Your side of conversations was free text.)
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It's great that Sony are moving things forward with games like this (though I don't think the finished product will shine), LittleBigPlanet and *cough* Resistance 2 (aka Me Too).
Just kidding about that last one, that game is the worst piece of shit in existence! But seriously, Media Molecule were talented enough to pull it out of the bag for Sony; these cheese-eating surrender monkeys will do no such thing!
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TBH I click it on all comments.
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TADA!
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And we thought Nick_whatever was bad!...
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Also, I'm suspicious that many of the 'Dragons Lair' shouty-crowd haven't actually played Dragon's Lair...
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Films don't have to be fun but can still be interesting because you are being taken on a journey. You don't know where you'll be taken next by the storyteller which makes the story unpredictable - and predictability isn't interesting OR fun. In games, the more interactivity you have, the more you affect the outcome and thus increase predictability, reducing narrative effect.
Narrative and interactivity are at opposite ends of a spectrum and merging the two at the same time can only produce a horrible, awkward mess that ends up being neither.
This is why games have cutscenes, to tell the story, then gameplay segments, where you play the game. You might have long cutscenes with short gameplay (MGS) or short cutscenes with lots of gameplay (Mario) - but you can't do both at the same time.
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Game looks as though it could be something refreshing. I hope the Press X not to die is kept to a minimum though.
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@story: This is the type of game that seems pretty cool. I don't have a PS3, but if I got one, it's probably be for this (after reviews) and uncharted 2 (who needs reviews?
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This game looks crap though
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Not sure what you're getting at. You're saying that when you played Halflife, or Final Fantasy, or insert-general-story-driven-game-here, you knew exactly what was going to happen all the time and hated every minute?
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Great piece btw, it really emphasises the underlying properties of the game, I think for the first time I understand what Cage is trying to get at with this.
Could be one of the very rare breed of genuinely mature games for grown ups.
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When you were shooting down a walker in Half Life 2, were you enjoying the challenge of blowing it up, or enjoying what might happen next in the story as you did? My guess is that you enjoyed the challenge, only having the context of the story to surround the gameplay.
You weren't literally deciding what would happen in the story next by pressing each button, which is what Heavy Rain wants you to do.
As far as Final Fantasy goes, it breaks down story/gameplay/story/gameplay into pretty much the smallest that each chunk can be and alternates between them, but you're still only either following the story, or engaging in gameplay at any one time. Sure, in some games such as RPGs you do get to make choices, but they rarely affect major story arcs.
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It depends entirely on the type of game. If I were playing Half Life 2, or any other story-driven game, then I play it for enjoyment of the story. If its, say Burnout, then its for the challenge.
You weren't literally deciding what would happen in the story next by pressing each button, which is what Heavy Rain wants you to do.
I don't know, I haven't played it. It seems to me like you're essentially micromanaging the characters, making dialogue or manipulative actions, with no way to know how they will effect the big picture. It's not like its asking you to press X for the good ending, Triangle for the bad =)
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That said, I thought that fahrenheit devolved into a complete mess as it went on, and the blatant QTEs in that caused me to miss 90% of what was happening on screen (i have to concentrate on the button prompts, not the action!). Hopefully the button prompts in this are logical and consistent, rather than random, thereby forming a control system, rather than a reflex test (someone else mentioned some consistency with L1 and R1 being standard controls for your hands, which would help). We shall see.
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The Half Life 2 story is hardly remarkable and doesn't feature that heavily. Most of the time, you are playing a first person shooter - it's the way that story is told that's well done.
It seems to me like you're essentially micromanaging the characters, making dialogue or manipulative actions, with no way to know how they will effect the big picture.
Agreed. And if you don't know how they will affect the big picture, how can you make a valued decision?
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This is where you lose me =)
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There is a law of diminishing returns here. How many people watch The Sixth Sense again straight after viewing the first time? The first time you do, you get the twist. You then revisit it some time after to master in how it's been told.
Let's say you get to choose a level of interactivity instead, which is close to what Heavy Rain wants to be. Bruce Willis is standing there just before his wife is about to say something telling. You control whether Willis runs out the door to hear it or not. You choose to leave. You don't find out the dialogue. There's no story.
Next play, you choose to stay. You choose her dialogue. She says the Bruce Willis character is dead. You get the best possible story that was already told by the film.
Next play, you choose to her to say the Bruce Willis character isn't dead. You get a dull story. What's the point? A well written, non-interactive narrative chooses the best possible story. Any interactivity just allows you to experience the less exciting alternatives.
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Fahrenheit was very over-rated, imo, but this looks like it could be the real deal. The only problem is that, for me, this game will be made by its dialogue - and David Cage isn't a very convincing writer. I know he's got his heart in the right place, but perhaps he should seek more external help for his scripts.
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Movies are "fixed" pieces of art. They take you somewhere and the outcome is set from the beginning. That doesn't mean that the story couldn't have fluctuated one inch during production. Heavy Rain is (I guess) being built just like that. To be able to fluctuate and still be a good story.
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You're cherry picking arbitrary examples to back up an (apologies) irrelevent argument. There's a name for that sort of logical fallacy but I'm not a master debator.
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Back in the 1980s I used to have a Space Ace machine in office reception, plus have the whole Don Bluth set of games on DVD in case I ever needed an old skool QTE fix.
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(cue ironic negative votes on this post)
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That's not true at all, in my opinion. Unpredictability might be an important factor for some forms of story-telling, but many others do neither have, nor need, unpredictability.
Quite on the contrary, many novels or films run towards one inevitable ending right from the beginning, and they're all the better for it. Once you've read the first few chapters of Moby Dick, you'll know Captain Ahab will inevitably die, even if you've never heard of the story before.
It's mostly light entertainment stuff that needs unpredictable twists and turns to create tension. Now you can argue that this is a game and will be exactly that sort of light entertainment, but my general point that predictability rarely is a valid criterion for the quality of a narrative stands.
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You cut the quote early, presumably because you thought "Is it interesting? Almost always" wasn't important? It's pretty obvious that a lot of people are willing to accept and even appreciate that difference.
Look at it another way: there have been a lot of very successful and entertaining movies that you wouldn't necessarily describe as 'fun'.
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I'm not a master debator.
You're right on that.
Wait for the reviews and we'll see who was right on the game.
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Think back to Ico and the regard that is held in. Didn't it tank on release? Only becoming a must have item once those who loved it screamed "its out of print and now you've missed it you fools!". Could very well be the same scenario.
Regardless, I'm up for something a bit interesting and different at any time, as long as I get my hands on it and like it, then thats great! I love story driven games anyway, I repeatedly played MGS1 for the joy of the story and the experience. Hoping that this lives up to its promise to spring surprises, alternate branching outcomes and dialogue, for repeat plays.
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Putting this anywhere near Ico is a bit of a stretch mate!
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I see what you mean about movies; I wasn't trying to get into semantics though, more so highlighting that you'd happily call, say... 'Ghostbusters' a 'fun' movie, and, oh I don't know, 'Schindler's List' an 'interesting' movie; both are also entertaining.
Back to games, you *always* have to take yourself out of the immersion in order to press buttons, it's only because QTE inputs are often arbitrary and, yes, essentially 'press X to not die' that they're more jarring than standard controls. I'm just willing to suspend judgement on Heavy Rain's gameplay until it's out.
@schnide
Put your handbag away, it's not a competition...
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Anyway, sounds really quite interesting. This kinda game has to go all out, brilliant everything, or else it failzorrs trying to replicate the simplest of things, like everyday life. It sounds promising.
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Handbag away. I'm only debating with you mate. I'm choosing to make points rather than just call your arguments irrelevant, especially when mine are entirely relevant. But these are words on the internet, and it's Friday, so love to you and yours.
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Friday-hugs all round =)
Okay, now that we're friends again, look back at what you said in #41. Essentially you set up a completely new proposal, then explained why playing something like that would be rubbish. Its a straw man argument, sorry =)
Beer?
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Get back to your brainless shooters then. I pity society I really do.
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Same for me - but the implementation of quick time events in this game (and I don't care if they call it something else to try to avoid some of the QTE stigma, the videos I've seen so far with action/fight sequences clearly use what I consider QTEs), could make or break Heavy Rain for me, no matter how great the other elements of the game might turn out to be.
I really hope I'm just being needlessly pessimistic because everything else but those quick time events pretty much says "day one purchase" to me.
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To prove my point look at any article about a PS3 exclusive over the past year and you'll see alot of the same people saying the same things.
But I will say something about this game to keep you happy.
I'm happy Sony are investing in new games, unfortunately this one does not appeal to me. Mainly due to my dislike of QTE's, but I do hope it is good so I can give it a try at some point and I may like it.
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Its nice to see them pushing games that aren't music peripheral or FPS related.
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I'll have that beer mate.
And over it, you can give me some kind of counter-argument, rather than try and cover up a lack of one with some fashionable terms against mine you read about on the internet.
Kronenberg if they've got it.
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Amusing faux civility aside (you must both be British), I think this argument/contest has run its course, no? If not, PM each other or something.
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#51 was spot-on mate. Absolutely spot-on. My interpretation is that most of the gaming press agree with us, they just can't say it yet.
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Books can generally be considered more immersive than movies and you have to turn a page every twenty seconds!
Immersion is more to do with getting an audiences sympathy for a character and having a well realised world that they work within. It seems to have worked with Tom here and that is a very good sign for the rest of the game. Im looking forward to it.
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The essence of the game however, is all about taking decisions ; big & small.
Fun ? Not in the traditional gaming sense of direct exciting fun, but I think it'll be fun on the long term of the whole gameplay time span ; because you will be able to see the consequences of your decisions in later stages of the game.
In real life, your direct decisions might not have direct impact either, but perhaps a small decision now, might have a huge impact later in life. That, is what I think, this game will show people, and thus that is FUN to see how 'life-changing' decisions, change the course of the game character's life. The Origami killer context only adds an suspense ful layer on top of this innovative concept.
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So, Wii Sports, World of Warcraft, Modern Warfare. Welcome to your world.
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-That game was a dissapointment to me as far as the (non-existant) gameplay, it seems to be an afterthought to the story, a change I suppose.....
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Ive not been this interested in a storyled adventure type game since Blade Runner on the PC many years ago.
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Why do you even care? I don't get it. You somehow confuse Sony's commercial success with whether the game looks interesting or not. And what's your solution, anyway? Should Cage and his team develop an alternative to Wii Sports? Are you seriously suggesting everyone should just do what the absolute majority might be interested in? What an absolute nightmare.
Do you also exclusively watch Hollywood blockbusters, and only listen to the top 5 albums in the music charts? Only read Dan Brown?
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I hope it turns out good, and I'm sure it will be interesting but from what I have seen so far I can't help but feel my time would be better spent watching an episode of CSI and using the sky remote to pause, rewind and zoom in.
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Quantic has the potential, it is up to them to learn from Fahrenheit's obvious gameplay mistakes and not do them in Heavy Rain.
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It does sound like complete Marmite though, evidentally even before release as indicated by the contents of this thread...
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And if people think I'm just a Sony hater, I own a PS3 and am slagging them off because I am sick of been ordered to like a succession of crap, Sony produced games ranging from the dire Heavenly Sword, to the grossly poor man's Tomb Raider of the overated Uncharted, to the cute but pointless Little Big Planet. Why can't Sony actually spend mutli-millions on games that are actually good? Do they not have any quality control?
And if people think this just applies to Sony, I'm sick of Microsoft and Nintendo too as they're all pretty much the same. All of them order their rabid fanboys to like something and no matter how pants it actually is we have to pretend its good. To me, heavily hyped in house exclusives are become another word for crap.
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In fact reading your post saying your sick of Nintendo and MS too, sounds like you need to find a new hobby as this one doesnt seem to agree with you at all. I think there are things for all gamers to find something they enjoy in one of those three platforms... so perhaps go and do knitting or something as a hobby instead.
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Someone else said they hope it sells enough for them to make HR2. I say I hope it sells enough for them to continue risking money on such endeavours.
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I will buy and try Heavy Rain day 1 no matter the reviews, this is something I feel I must experience for myself and an initiative I must support (if only to do what I can to ensure that Cage continues to probe the borders of known gaming, should this kind not work out at all).
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Heavy Rain is not bold or original. It's just like Fahrenheit, copies Shenmue and Sony bought the rights or else it would be on PC just as Fahrenheit was. Please remove the rose-tinted glasses. And that's not saying this game couldn't be a fun and enjoyable game, though.
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The door swings both ways. Both PS3 and 360 fanboys do it. Try your best to ignore them.
Most games are unoriginal but that doesn't stop them being enjoyable. I loved Fahrenheit and am looking forward to this. I'm not hailing it as a work of art yet. I'll wait until it comes out but it certainly looks interesting. Dunno if I can be arsed baby sitting a kid in a game though.
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kind of reminds me of an old point and click otherwise, bit like the blade runner game (as i remember it)
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