Jump to navigation

Table of contents

Page Previous 1 2 Next

Advertisement

Heavy Rain Hands On

PlayStation 3 Hands On by Tom Bramwell

28 August, 2009

Page 1 of 2. Page 2 ->

"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.

'Heavy Rain' Screenshot 1

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.

To Page 2 ->

Advertisement

Are you excited about Heavy Rain on PlayStation 3?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-50 of 115 in total | next 50 »

Poster
Comment Low-scoring comments hidden. Log in to see them!
disc
28/08/09 @ 12:45
#3
+9
You buried this comment
Comment below viewing threshold
Show
Tom I don't know what you mean by lacking fun. Surely being interesting makes it 'fun', as in fun to delve into. Fun to explore.
UncleLou
28/08/09 @ 12:47
#4
+63
You buried this comment
Comment below viewing threshold
Show
Boy, that David Cage is a right faggot isn't he? I hope his fucking game tanks!

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.
jack_klugman
28/08/09 @ 12:51
#5
+23
You buried this comment
Comment below viewing threshold
Show
A game might have to be fun, but I don't think "games", with implicit challenge and reward, are necessarily the be all and end all of interactive entertainment. I think this has the potential to be something very new, very interesting and entirely worthwhile. And I admire Cage for going so willfully against convention. Similarly I think cianchristopher's probably a bit rubbish - his valueless comment certainly was.
Zebula77
28/08/09 @ 12:51
#6
+24
You buried this comment
Comment below viewing threshold
Show
Whether or not this game manages to earn great review scores, I still think what Cage does is extremely important to the medium. Most games that come out, good or not, are derivative in some way or another. To try to create something entirely new like this, is ambitious and brave. I hope more developers out there have the balls to do similar things.
Snakehips76
28/08/09 @ 12:52
#7
+9
You buried this comment
Comment below viewing threshold
Show
Nice write up.

Sounds initially like gaming 'marmite' but I like the apparent depth in coversations and decisions that are mentioned. Sounds like they've certainly put a lot of time and effort into making the story engaging
JJrabbit
28/08/09 @ 12:53
#8
-1
You buried this comment
Comment below viewing threshold
Show
@disc. Not really. Many things can be interesting, but not fun. A storyline might be interesting, but poor controls stop it from actually being fun to play and to uncover the story. (Not saying HR is one of those). In HR, it seems like a much slower paced game than many. The story but be good, but the pace may not be everyone's cup of tea and, therefore, not fun.
Khanivor
28/08/09 @ 12:53
#9
+3
You buried this comment
Comment below viewing threshold
Show
At last this game sounds intriguing.
woodnotes
28/08/09 @ 12:53
#10
+6
You buried this comment
Comment below viewing threshold
Show
Movies are fun and you don't have to do anything when watching those.

Don't see why this can't be fun in its own way. I'm looking forward to it.
disc
28/08/09 @ 12:54
#12
-2
You buried this comment
Comment below viewing threshold
Show
JJrabbit: But if you don't even find it interesting I wouldn't call it fun. I find reading about some interesting technical things fun.
designerheadache
28/08/09 @ 13:01
#15
+20
You buried this comment
Comment below viewing threshold
Show
Remember its the crazy people that write the really awesome different games that move things forward.

For all of Kojima's mental story telling, its influenced dozens of titles, Hiroaki Sakurai's Pappa the Rappa influenced rhythem based games and David Jaffe's God of War was to blame for alot of quick time based implementations.

This industry was built on Crazy people, long may David Cage and others like him live on!
wizlon
28/08/09 @ 13:05
#16
+7
You buried this comment
Comment below viewing threshold
Show
I am really excited about this, it's not your typical game. It seems more like watching a film where you can choose what happens, and I love films, so I gotta at least like this.
Svpamm1
28/08/09 @ 13:08
#17
+3
You buried this comment
Comment below viewing threshold
Show
Hell yeah Heavy Rain. I can't wait.
TheBard
28/08/09 @ 13:09
#18
+18
You buried this comment
Comment below viewing threshold
Show
I played the demo on Gamescom and it really is a whole bunch of QTEs. But good ones.

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
RexRunti
28/08/09 @ 13:10
#19
+6
You buried this comment
Comment below viewing threshold
Show
On my sliding scale of "hoping for the best"/"expecting the worse" this article has given me enough points to be firmly in the "hoping for the best" side.

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.)
paulf
28/08/09 @ 13:12
#21
+8
You buried this comment
Comment below viewing threshold
Show
I really want this game to be good, just because it's trying to be different and thats a brave thing
SeesThroughAll
28/08/09 @ 13:15
#24
+2
You buried this comment
Comment below viewing threshold
Show
Boy, that David Cage is a right faggot isn't he? I hope his fucking game tanks!

And we thought Nick_whatever was bad!...
Bigglesworth
28/08/09 @ 13:15
#25
+9
You buried this comment
Comment below viewing threshold
Show
m_personalInterest++;

Also, I'm suspicious that many of the 'Dragons Lair' shouty-crowd haven't actually played Dragon's Lair...
Nova5lag
28/08/09 @ 13:18
#26
+3
You buried this comment
Comment below viewing threshold
Show
So are we or are we not pressing X to not die?
schnide
28/08/09 @ 13:22
#27
-1
You buried this comment
Comment below viewing threshold
Show
I'm still shocked at how many people refuse to see why this isn't going to work.

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.
Edited 2 times, most recently on 28/08/09 @ 14:25
septimus
28/08/09 @ 13:23
#28
+10
You buried this comment
Comment below viewing threshold
Show
Wow, cianchristopher is an ass. I can't even be bothered to minus your posts. Ignored, everything you type is pointless shit.

Game looks as though it could be something refreshing. I hope the Press X not to die is kept to a minimum though.
JJrabbit
28/08/09 @ 13:23
#29
-5
You buried this comment
Comment below viewing threshold
Show
@disc: I agree, but it doesn't work both ways in my opinion. Being interesting, doesn't have to make it fun, but not being interesting cannot be fun. As per my example above, a game with an interesting story can immediately be put on the backshelf with unresponsive controls. But that's just my opinion. Pretty sure there's no hard and fast rule about it :D

@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? :D )
ukslim
28/08/09 @ 13:23
#30
-5
You buried this comment
Comment below viewing threshold
Show
Films aren't necessarily "fun". Look at something like Antichrist. Pretty much engineered not to be fun. But interesting, and therefore entertaining.

This game looks crap though ;)
Bigglesworth
28/08/09 @ 13:27
#31
+1
You buried this comment
Comment below viewing threshold
Show
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.

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?
mcwildcard
28/08/09 @ 13:31
#32
+3
You buried this comment
Comment below viewing threshold
Show
This is beginning to sound every bit as innovative as Fahrenheit, but on a much larger scale.
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.
schnide
28/08/09 @ 13:31
#33
+3
You buried this comment
Comment below viewing threshold
Show
@bigglesworth

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.
Edited 2 times, most recently on 28/08/09 @ 14:34
kendoji
28/08/09 @ 13:40
#34
+6
You buried this comment
Comment below viewing threshold
Show
It's early days, but if this turns out the way it looks like it will, it will be the first game to make me wish I had a PS3.
Bigglesworth
28/08/09 @ 13:40
#35
0
You buried this comment
Comment below viewing threshold
Show
@schnide
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 =)
Kenshin001
28/08/09 @ 13:42
#36
+2
You buried this comment
Comment below viewing threshold
Show
Quite surprised by the tone of the article. For some reason I thought Tom had it in for HR. Anyway, it piqued my interest again. There'll be plenty of shooty/racing/hack and slash stuff out for "fun", so something a bit more involved and absorbing but interesting nonetheless will make a nice change of pace.
samaran
28/08/09 @ 13:42
#37
+7
You buried this comment
Comment below viewing threshold
Show
i've said it before but can someone please ask david cage why all his realistic, down-to-earth characters have to have names like extras in universal soldier
groovychainsaw
28/08/09 @ 13:43
#38
+5
You buried this comment
Comment below viewing threshold
Show
In response to above if films gain most from unpredictability, how come people watch them more than once? A game has more replayablility than a film due to differences that can come about due to the decisions you make. This is an effort to put more weight on those decisions than there are in most games, and should be applauded.

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.
schnide
28/08/09 @ 13:46
#39
-5
You buried this comment
Comment below viewing threshold
Show
@Bigglesworth

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?
Bigglesworth
28/08/09 @ 13:49
#40
+4
You buried this comment
Comment below viewing threshold
Show
Agreed. And if you don't know how they will affect the big picture, how can you make a valued decision?

This is where you lose me =)
schnide
28/08/09 @ 13:51
#41
-3
You buried this comment
Comment below viewing threshold
Show
In response to above if films gain most from unpredictability, how come people watch them more than once?

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.
Edited 1 times, most recently on 28/08/09 @ 14:52
TheComedian
28/08/09 @ 13:53
#42
-1
You buried this comment
Comment below viewing threshold
Show
Pretty much the only reason I would consider buying a PS3. But christ, is it a good reason. This has got me seriously tempted.

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.
disc
28/08/09 @ 13:53
#43
+1
You buried this comment
Comment below viewing threshold
Show
schnide: Why would the alternatives be less exciting?
Hamflank
28/08/09 @ 13:56
#44
+6
You buried this comment
Comment below viewing threshold
Show
Whether this fails or not, I'm delighted to see a developer willing to take a risk, despite the times, and trying to do something totally different.
sarcasmoidosis
28/08/09 @ 13:57
#45
+5
You buried this comment
Comment below viewing threshold
Show
@schnide

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.
Edited 1 times, most recently on 28/08/09 @ 15:02
Bigglesworth
28/08/09 @ 13:58
#46
-1
You buried this comment
Comment below viewing threshold
Show
@schnide #41
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.
space ace
28/08/09 @ 13:59
#47
0
You buried this comment
Comment below viewing threshold
Show
it's not dragon's lair, it's space ace :)
StooMonster
28/08/09 @ 13:59
#48
+2
You buried this comment
Comment below viewing threshold
Show
Does sound intriguing, even though I'm not a fan of QTE; hope they've managed a new take on this old style tech.

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.
curtlikesmeat
28/08/09 @ 14:08
#49
-9
You buried this comment
Comment below viewing threshold
Show
I see the fanboys are out in force today, any word against this and it's a minus sixteen rating for you!

(cue ironic negative votes on this post)
El-Dev
28/08/09 @ 14:10
#50
-3
You buried this comment
Comment below viewing threshold
Show
PS3 Exclusive thread, what a suprise most of the posters own only a 360.

Comments: 1-50 of 115 in total | next 50 »

Want to comment on this article? Log in, or register!

X View gallery