Heavy Rain is "interactive drama" - Sony
Played more with heads than pads.
Sony Worldwide Studios bigwig Michael Denny has described Heavy Rain as an "interactive drama" that will be played in people's heads more than it is on control pads.
Speaking to GamesIndustry.biz, Denny revealed that the game had been made to appeal both to core and casual gamers, using mature content and situations with real consequences.
"Looking forward to next year, a game like Heavy Rain, it's trying to do something very new, whether you call that the adventure genre, action adventure, we're calling it interactive drama, and it's about trying to create an emotional connection with the game," said Denny.
"We have a hope for that product that both core and casual can get into it. It's a game that when you look about and when you understand it, it's really not played on the control pad, as much as in your head. It's about making choices and consequences, it's not about twitch gaming and how good you are.
"We feel that the mature nature of the content can appeal to the core and then the consequence-based gameplay can appeal to a newer audience, a more casual audience as well," he added.
French developer Quantic Dream is making Heavy Rain exclusively for the PlayStation 3. The studio has had success in the adventure game genre with Fahrenheit and Omikron.
Heavy Rain was announced proper during the Leipzig Games Convention this August, in which a trailer
showed a lady pull up on a motorbike and enter a suburban house. Some shocking discoveries later, and Madison - the woman - was desperately looking for a hiding place as an ominous figure approached.
Context-sensitive controls will be central to this cinematic and emotional experience, as will Quick Time Events. But Madison, apparently, will not be. The trailer shows a separate and unrelated story, which left us all a bit confused.
And we still are, as concrete details on Heavy Rain - due late next year - remain scarce.
We hope to uncover a few of those secrets for you very soon. Until then, head over to our Heavy Rain preview from August to find out more.
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Comments (52) Latest comment 3 years ago
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Still this does seem a bit unncessary to point out.
Didn't expect it to rival Gears or something.
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6 or 7/10 written all over it.
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On the other hand, I want a new, good, Monkey Island. One that plays on a 286 as well. Maybe. Put it on PSN and XBL with Mouse support. Brilliant.
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More like Night Trap.
But seriously, a game like this could work if enough thought was put into it and the plot was really decent.
However, I get the feeling it'll be a bunch of tech demos tenously tacked together.
I'd love to be proved wrong though.
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Hopefully we'll see more of Heavy Rain/Fahrenheit's ilk in the future. Games need more grown-up, story and character-led content and less Gears of War/Halo.
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Either way i'm looking forward to this one. Looks very promising!
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Why does everyone assume 'mature' means 'less interactive'? It IS possible to do good, mature stories without lancing the gameplay out and making a QTE-driven movie.
But whatever floats their boat.
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Quite the opposite IMHO. games need more gameplay and procedural generated content and less QTs and pre-defined nonsense.
If I want amazing stories I will read a book. Gameplay is king.
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But I can see how many may not like it.
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[link url=http://en.wikipedia.o rg/wiki/D_(video_game)
]http://en.wikipedia.o rg/wiki/D_(video_ga...[/link]
It was slated on release but I actually quite enjoyed it..
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so it's another mgs game then?
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I agree, especially if games are to become more emotionally engaging and mature as an art form.
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Newsflash - not liking interactive movies doesn't mean an obsession with FPS's. Why do people think that?
Gaming is a very broad church, but the key linchpin really is interactivity. Anything that pairs down the interactivity is less of a game, IMHO. I've gamed for approaching 30 years now and have played a lot of genres, I'm definitely not an FPS nut (although I play them on occasion), but I can't stand games that rely on QTEs. I don't want to watch a movie interspersed with the occasional button press or joystick waggle, no matter how 'emotionally involving' it is. Gaming is all about control, whether that's first-person, jumping a little guy around, driving, directing troops, whatever. I just don't think reducing the range of expressions a player has in favour of driving up the movie qualities enhances the core experience I come to games for. YMMV.
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Yep. And pioneers of the movies, such as Murnau, de Mille, Eisenstein, John Ford and Alfred Hitchcock, had also better told us to read books instead of trying to define the story-telling potential of their new media. As we all know, that endeavour was an incredible waste of time and led to nothing.
Gameplay is king
So 'gameplay' and 'story' are mutually exclusive then?
Seriously. I like the idea that someone is trying to create an emotional connection to the game characters. Whether they use QTEs or 'procedural generated content' is irrelevant, as long as they succeed.
IMHO
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You don't own the console. You don't need to buy it. Nobody is forcing you to play it. End of story.
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Seconded.
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That's my two-penneth (not adjusted for 15% VAT) worth, anyway.
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"I agree, especially if games are to become more emotionally engaging and mature as an art form. "
Fahrenheit was lots of things, but grown up? I'm not so sure. And by the end of it I was about as emotionally disengaged as I've ever been from anything. I mean "an artificial intelligence that became self-aware on the 'net back in the '80s" as a last minute plot 'twist'? Pull the other one. Grown up? Emotionally engaging?
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I think I hear expectations being shattered!
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It's been done...just talk about how you're going to do it.
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And even if it managed those things anything labelled 'interactive' is crap. Thus:
[link url=http://uk.y outube.com/watch?v=_lN6UQWN_Hk
]http://uk.y outube.com/watch?v=_lN6UQWN_Hk
[/link]
</a>
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Oh and Soul Reaver 2, heavy on dialogue but quality all the way through to the dramatic finale.
If I want to have a "just pure gameplay" game, I'll slap on Warhawk or Wipeout, otherwise woohoo for variety and not churning out the same bollocks over and over.
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And this is were it will fail the most imo. not developing a 360 version, is quite stupid these days.
They do want to make money on this right?
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This simple idea seems to be being ignored by developers in favour of catering to the 'casual' gamer making games easier and easier until there is no incentive for the player to even try to beat the game, it just becomes trial and error or a grind to get to the end.
QTEs are the very epitomy of what I hate about this type of lazy game development.
I look forward to a game that manages to do both skill and casual gameplay if that's possible.
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You walk your character around in realtime 3D and then onscreen icons will make your character interact with variables/objects in a context sensitive manner in realtime.
Given the situation parameters at hand - combat or otherwise - the actual, action - might differ.
The final game might be a lot less 'scripted' than some people think, given their allergy to see onscreen icons and assuming them to be Quick Time Events in the classic sense they know & hate them.
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...
RING OUT !
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This is living?
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"PoP removed the need for any kind of skill and also removed dying, this destroyed the game."
Just a note on this: it didn't destroy it, the game is fun (obviously, ymmv). I, personally, would have preferred if Elika had 5 "charges" that regenerated whenever she was standing on solid ground and not in combat and that she brought you back to the object you leapt to your death from rather than the last sold ground. This would mean that she could become exhausted from saving your worthless ass and unable to help you if you keep falling but the game works as is. The "rules" have changed but the fun remains.