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Heavy Rain Preview

PlayStation 3 Preview by Tom Bramwell

11 December, 2008

Page 1 of 2. Page 2 ->

There's no rain during our trip to Paris to see Heavy Rain, which is bad news for the photographer travelling in our group, who might have done well out of that. Then again, there's no Heavy Rain on our trip to Paris to see Heavy Rain either. Nor, it turns out, was there any sign of it at Leipzig's Games Convention in August, despite its top billing at Sony's conference and director David Cage's press briefings. When we sit down with Cage three months later to ask whether anything we've seen so far - characters, locations, scenarios - is actually in the game you'll be invited to buy in the second half of 2009, he pauses for a second. "No."

Instead we've been invited under the Channel and through the terrifying Parisian traffic to witness a speech and a slideshow. Cage - the diminutive, loquacious and occasionally poetic head of development studio Quantic Dream - wants to tell us about his ambition, his methods, and his philosophy. And it's important to emphasise his role. He wrote the 2,000-page, non-linear script that prescribes not only the game's characters, locations and scenarios, but also its gameplay mechanics, over a period of 15 months, preferring the help of Hollywood script-doctors to established game developers. He directed every one of the 60 scenes that make up the game, casting and commanding more than 70 actors and stuntmen to perfect the look. His co-CEO - the charming Guillaume de Fondaumičre - treats him reverentially, greeting the press and helping us to pass the time between interview slots, but only Cage speaks about the game.

We're up against pure ego, then, in a building where everything is open plan except for a single private office (guess who), and yet we're spellbound. We can't tell you how Heavy Rain looks, sounds or plays in any great depth, but we can tell you it's interesting. As with Fahrenheit (Indigo Prophecy in the US), Cage respectfully declines the "pattern-based" rhythm of modern action-adventures, preferring "a complex story told through contextual actions and realistic visuals", which reaches beyond the emotional palette - as he perceives it - of frustration, anger and anxiety that underscores the majority of contemporary videogames. It's easy to trigger fear and frustration, he argues, "but to make you feel social emotions like empathy is more difficult".

'Heavy Rain' Screenshot 1

Cage says that Heavy Rain's development is "the largest motion capture project ever in games", but we're not shown how it will deal with your movements.

Ironically, contextualising these goals within the framework of what will go on sale next year is almost impossible. Leipzig's taxidermist scenario - where a woman enters a house, discovers stuffed dead people, is surprised by the return of the house owner, and has to escape - gave us an understanding of one or two core concepts, like the 'impress' system, where a character hiding quickly in a cupboard is held in place by an awkward combination of buttons designed to bridge the emotional divide between sofa and peril. We also discovered that the Sixaxis motion sensor would be used to throw, kick and generally "give an impulsion", as Cage puts it, and that your character would move when you held a trigger and follow head movements directed by the player. But Cage refuses to elaborate during our visit, except to say that "there is some kind of language regarding the interface and how we deal with things".

'Heavy Rain' Screenshot 2

Although the art is directed in Paris, a lot of the grunt work is outsourced to Asia, where artists follow a painstakingly assembled "outsourcing bible" to construct each location from a level architect's "blueprints".

We ask about the way in which Cage goes about weaving story and gameplay together, speculating that just as developers who allow gameplay to dictate the scenario are often forced to concede to cut-scenes - something Cage promises only to do as a last resort - he may be forced to concede to repetition if he's to map his game to the story he wants to tell. "I'm not starting with the story and trying to fit gameplay in," he insists, becoming animated, "because that would fail the same way. What I try to do is to think about the story and the gameplay together. At the moment that I have an idea for a scene, I try to think about the potential for gameplay in this scene. Or when I think I think about a nice gameplay mechanic, what's the potential for the story? I wrote many scenes that were deleted because they had a good idea for gameplay but not for story, or a good idea for story but not for gameplay. I need to have good ideas for both in every single scene."

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

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Benno
11/12/08 @ 14:43
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hmmm
VicViper
11/12/08 @ 14:47
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mmmh
Edited 1 times, most recently on 11/12/08 @ 14:49
mowgli
11/12/08 @ 14:49
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This better only cost a fiver and come with free microwavable popcorn.
Sanxo
11/12/08 @ 14:50
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Riiight. So no game, just a presentation of a lashed-together psycho-babble masquerading as a game concept.

meh
the_dudefather
11/12/08 @ 14:51
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its like Alan Wake in that I can't tell what the actual game is, but looks interesting enough
Bealsy
11/12/08 @ 14:54
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I think the word "game" is applied loosely here
DAN:SOLO
11/12/08 @ 14:55
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yeah but but alan wake might be.............you know a game!
Widge
11/12/08 @ 14:56
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Can I get a refund on Monkey Island under the proviso of "not a game"?
rob76
11/12/08 @ 14:57
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the words "hype" and "flop" instantly spring to mind...
Garulon
11/12/08 @ 14:57
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The more I read about this, the more I understand it's just going to be more Farenheight twirly-thumbstick non-gaming bollocks with a big mayo dollop of Frenchy pretention smothered on top.
Garulon
11/12/08 @ 14:58
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And you can forget about 2009 as well.
mrmrc84
11/12/08 @ 15:00
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Yeah... this is going to be a very odd experiment.

But I'm glad someone is doing it, better than someone making another Haze or Fracture if you ask me.
Knot
11/12/08 @ 15:00
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In most recent build, Alan Wake's ( especially "running") animation still sucks bigtime.

The latest AW trailer didn't impress me at all. Cookie cutter "watch out behind you scares".
Ryze
11/12/08 @ 15:02
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Year of PS3 = 2010, then?
mcbi4kh2
11/12/08 @ 15:03
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the words "hype" and "flop" instantly spring to mind...
Reminds me of last Valentines day.
Widge
11/12/08 @ 15:03
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According to IGN AU it was 2008, what a fun comments thread that was too.
tiddles
11/12/08 @ 15:06
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first game to star Ken Livingstone?
ademkermad
11/12/08 @ 15:08
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This is what I imagined Peter Jackson's Halo Chronicles to be like. When I first saw Heavy Rain I immediately thought of how they described Halo Chronicles
Widge
11/12/08 @ 15:09
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Is that still on the go? Always interested to see what he's up to...
Eraysor
11/12/08 @ 15:10
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"A preview without a game."

Which turned out in this case to be a waste of time.
Steroyd
11/12/08 @ 15:11
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It's another response that he delivers without much contemplation. That, evidently, came long ago, as did the decision to jettison anything approaching the outlandish conclusion to Fahrenheit.

*pumps fist*
Weezer
11/12/08 @ 15:15
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I'm totally with the guy on 'ramping difficulty'. Why do game designers think I'm going to be magically better at the game nearer the end than I am at the beginning? Don't mind it being a bit stiffer (end boss and all that), but Christ, some of these games go mental...
JohnnyWashnGo
11/12/08 @ 15:16
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From reading this 'preview', this 'game' strikes me as little more than eye candy and marketing.

Good luck on selling this to the games playing public :)
Anasui
11/12/08 @ 15:16
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heavy rain will indeed fall on this game's reception

I'm not telling the ingredient but you can imagine it: brown and dense
Aggesan
11/12/08 @ 15:17
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It seems like a really cool experience. Who cares if it's not your ordinary game, is all you want classic fps shooters, racing games and fighting games? Broaden your views peeps.
Only thing I don't really like is the trophy support. I just doesn't feels like fits Heavy Rain.
Golgo
11/12/08 @ 15:22
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did anyone get far in fahrenheit after it introduced the button mashing qte nonsense? Was quite good up til then.

It always felt that Gage was more interested in making a movie than a game, though, and when it came to adding playable elements all he could do was add a bit of track'n'field
Arwin
11/12/08 @ 15:23
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"Trophies will be included, but Cage hasn't decided how. "It's not exactly what we're trying to achieve with Heavy Rain, but I think we're going to make it work,"

He says. As if it were an option.

It's basically an adventure game with puzzles with a lot of solutions, different main characters depending on how often you die, non-linear (CSI episodes like?) progression and a newish type of quick-time events when action happens. At least, that's what I've understood of the game so far, without actually reading this particular.
Widge
11/12/08 @ 15:23
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I once played a Bladerunner game on the PC years ago which I envisiage this to be like. Story based adventure thing without resorting to the Lucasarts pointy click interface.

I welcome this kind of thing because you don't get much like it nowadays. But still, oh noes where is the gameplays etc.
darc
11/12/08 @ 15:24
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Very interesting. It's hard to tell whether this will boil down to a new and improved QTE experience, and it's hard to tell whether the "impression" concept of making awkward character actions awkward for the controller will be anything other than annoying. But the sheer volume of artistry being poured into this have me thinking about buying a PS3 again. Hopefully by the time it ships, I'll be able to afford one.
Anasui
11/12/08 @ 15:27
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@Widge

Correct me if you will, but wasn't Blade Runner a point and click adventure? I reckon it perhaps got a different interface, but felt very much like a Lucasgame back then
mikeck
11/12/08 @ 15:29
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So I'm all alone in being excited for this 'game' then? :P
Waldo
11/12/08 @ 15:30
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did anyone get far in fahrenheit after it introduced the button mashing qte nonsense? Was quite good up til then.

I did, just to see how bad the game would get.

By the end, it was very, very bad indeed.
mouse [staff]
11/12/08 @ 15:30
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Blade Runner was a point and clicker, yes. Just didn't have the verbs at the bottom.
andywilkie35
11/12/08 @ 15:35
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"did anyone get far in fahrenheit after it introduced the button mashing qte nonsense? Was quite good up til then."

Yeah I finished it too - the last third was basically walk a bit, cutscene, quick time event, repeat. Still enjoyed it tho for some reason, and as a result I'm looking forward to seeing how this one turns out too
ps3owner
11/12/08 @ 15:38
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This is a movie then?
Widge
11/12/08 @ 15:39
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Yeah, sorry, I meant away from the old school Lucasarts stuff like you say. The click use, then select item, then apply to thing on screen.

fahrenheit's on steam isn't it?
Edited 1 times, most recently on 11/12/08 @ 15:40
busboy33
11/12/08 @ 15:43
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"'You cannot when you visit the prostitute, for example, just take a pillow and throw it on her and make a mess,' he explains."

. . . ? But I can throw the pillow at, say, the mutant chicken's house, because a cloud of feathers makes sense in that milieu? And I as the player will be able to know when something that wasn't interactive three scenes ago, or two scenes ago, or one scene ago . . . now the pillow is throwable?

I think the tech looks beautiful, and I support reaching for the stars, so go for it man, but I am now extremely leery about the potential final product. Supposedly going to ship within a year, and he hasn't yet worked out the actual mechanics of playing thing? Sorry -- he's got it completely worked out, but to enhance the artistic ambiance he won't even describe the basic controls.

I'm having flashbacks about 5-6 years ago . . . This game Fable was going to be released . . . and the artist in charge gave alot of interviews. Alot of interviews that sounded suspiciously like this one. Emotionally stirring, grandiose in vision, a "new era" was dawning . . .
farticusmaximus
11/12/08 @ 15:46
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@busboy33

But Fable turned out to be a great game, despite what was promised.

I don't even know if this will turn out to be a game, let alone great...
bodypopper
11/12/08 @ 15:49
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Even it's out in 2010 it'll probably still be out before Alan Wake.
designerheadache
11/12/08 @ 15:50
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Glad to see someone is trying something different for a change, i'm bored with all the halos wannabes etc
schachmatt
11/12/08 @ 15:51
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Another wanna-be filmmaker stuck in the videogames business with more ego than Naomi Campbell on coke.

Considering Fahrenheit and Nomad Soul he shouldn't have hired script-doctors, but rather scriptwriters. Plus a director, who's learned his trade.
kangarootoo
11/12/08 @ 15:51
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Smoke, meet mirror.

Everything I read before Fahrenheit, then playing the game itself, and then everything I have read since has created a pretty solid belief in me that David Cage is a frustrated movie writer who thinks he has found his kingdom of the blind in video games. He couldn't get into Hollywood, but then he found the games industry where apparently "nobody has done characters properly before".

I found the way that people kept claiming Fahrenheit was original and rich (including authors on this site) mildly absurd, in the same way I find it mildly absurd when people claim MGS games have well written dialogue.

Fahrenheit was fun enough, and I enjoyed it for the most part, but it just wasn't THAT good. Not the way some people rattled on about it at the time. The gameplay was deeply flawed in places. Apologists the world over would say that the gameplay had at times to let the story take over the wheel.... except the story wasn't good enough to provide the apology that was needed. The story in Fahrenheit started off cliched and ended up quite simply ludicrous. The dialogue was tired and unimaginative from the start, so it was perhaps a blessing when the characters started talking less and flying more.

So, I have been viewing Heavy Rain with deep cynisism from the start and nothing I have seen so far has made me feel any more at ease.

I mean ffs EG, did they promise you gameplay and then provide only coffee when you got there? In NO way is this a preview, and you might have avoided a bit of comment thread flak by changing the name of the article to interview.

If QD will show nothing, I can only assume they have nothing to show. I'd love to be wrong 'cos quality adventure games (you know, the kind I was playing 20 years ago while DG was still in short trousers) are in too short supply these days.
Edited 1 times, most recently on 11/12/08 @ 15:56
kangarootoo
11/12/08 @ 15:53
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@Aggesan

"It seems like a really cool experience."

Maybe you have read up about this a lot more, but I am baffled as to how anyone can describe the experience as anything other than "unknown" and "graphically quite pretty".

If you can provide me with even a single sentence that describes the experience in more tangible terms I will be genuinely thankful.
T4RG4
11/12/08 @ 15:54
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Oh dear. Those were my thoughts after reading that.
Pac-man ate my wife
11/12/08 @ 15:58
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I applaud the attention to detail, the characterisation and the mise-en-scene he's trying to create. But at the end of the day there has to be something fun to play.

I'm hoping for the best from this, but fear it may well just end up this generation's Dragon's Lair.
drumbaby
11/12/08 @ 16:00
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Not enough musclebound marines in this.
dominalien
11/12/08 @ 16:05
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I must say, I was hoping for a bit more of the "preview" part and less of the "lots of words, not much content" part.
glaeken
11/12/08 @ 16:07
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Hmmmm is pretty much all I can come up with on this. All I have seen so far is what looked like a game entirely based on QTE''s which looked like a terrible idea to me. Still with how vague they are being who knows what they will actually deliver. The only vibe I am getting so far from Cage is very much in the area of Rise of the Robots.
PlugMonkey
11/12/08 @ 16:08
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It's another response that he delivers without much contemplation. That, evidently, came long ago, as did the decision to jettison anything approaching the outlandish conclusion to Fahrenheit.

*pumps fist*


Indeed! And then EG goes on to say that they think he's wrong about this, but don't really say why. Why is he wrong to avoid the completely bobbins ending to Fahrenheit?
kangarootoo
11/12/08 @ 16:13
#50
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I think EG thought the end of Fahrenheit was good...

I know.

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