Heavy Rain: The Origami Killer Preview
Is this living?
"But I'm sure you want to know about the games." So said David Reeves, about half an hour into Sony's Games Convention press conference. He was right, having spent the last 30 minutes showing off portables and bundles and peripherals and services. And quoting Bob Dylan, perhaps ill-advisedly: for all the talk of selling out, it's unlikely that The Times They Are A' Changin' was about the seventh generation of the console war.
With apologies to SingStar Queen and EyePet, though, what we really wanted to see was a specific game: Quantic Dream's long-awaited follow-up to Fahrenheit, called Heavy Rain. And we did. But for all the impressive visuals and talk about emotional experiences during the conference trailer, Heavy Rain still came off looking like a string of pretty Quick Time Events. It wasn't until afterwards, during the 45-minute demo held behind closed doors, that Quantic Dream boss David Cage got to explain why Heavy Rain is so much more than that.
He begins by telling the familiar tale of how the game didn't start out as a game at all. In 2006, having enjoyed success with Omikron: The Nomad Soul and Fahrenheit, Quantic set about creating a tech demo for Sony to show at E3. The crowd went wild, and so did the internet. According to Cage, the original Heavy Rain demo has since been downloaded more than a million times.
Now there's just over a year to wait until the full game is released. So what exactly is it all about? "Heavy Rain is an adult thriller based on five simple ideas," says Cage. The first of these is the "story-driven experience"; the plot that unfolds not via cut-scenes but directly through the players' actions. "You don't watch the story, you play it, and even generate it. You are not only the actor, but the writer and the director of the experience." Cage says he wanted to create an emotionally-involving narrative that would make the player care. "The characters on-screen are not just a bunch of pixels," he says. "They are real, living and breathing characters, and we do whatever it takes to create a feeling of empathy with them."

Madison considers her options.
In addition, there is determination to create a game with an adult theme and subject matter. "We believe that videogames are mature enough to tell more complex stories carrying depth and meaning," explains Cage, "You've seen so many games telling you about rookies going off to the second world war, heroes trying to save the world... We try to tell a real story that's happening in a real world. No supernatural powers, no monster to kill, just real life." He reckons this can be just as exciting. "If not more."
Quantic wants Heavy Rain to be "accessible to a broad audience", which is always odd to hear from a company famed for cult PC games, but, says Cage, "We believe the challenge should be transferred from the controller to the player's mind, because this is where the difficulty should be." This game isn't about solving puzzles or working out what you're supposed to do next; "We see Heavy Rain more like an unfolding journey, rather than a series of obstacles which have to be set up just to stop the player."

Please be a secret Twin Peaks licence.
While Cage is explaining all this the Heavy Rain menu screen is being displayed on a big screen behind him. It's a close-up of a woman's eyes, which appear to be scanning the room from within the TV. We may still be in the uncanny valley but the level of realism is high, and the effect is unnerving. The menu, says Cage, is running in real-time 3D. The eyes have not been hand-animated but motion-captured, using a technology specially developed by Quantic. "We don't know about the game, but we believe we have the most beautiful menu of the show," he says with a smile.
And we're off, with a cut-scene that begins just as the trailer shown at the conference did. A woman on a motorbike pulls up outside a suburban house as rain pours from steely skies. Her name is Madison, says Cage, and she's investigating a series of disappearances. But before going any further he's careful to emphasise what we're seeing won't tell us anything about the finished game's characters or plot; this is just a "bonus scene", which will be on the disc but only as a sideshow.
As Madison begins exploring the exterior of the house, which a sign reveals to be the home of the local taxidermist, Cage explains how she's being controlled. The left analogue stick does the movement of her head, rather than her whole body. To make characters move you press and hold the right trigger; they will travel in the direction they're facing. It's "very simple and very intuitive", he reckons.
Madison walks up to the front door. Cage shows how you can choose whether to ring or knock, or what to shout through the letterbox. The options appear on the screen as text, as we've seen in previous games, but to select one you tilt the Sixaxis. The idea is you can move, interact with the environment and talk at the same time - you don't have to wait while your character carries out instructions.
Having established the house is empty and the front door is locked, Madison looks for an alternative point of entry. She comes across a barrel lying near a window that's been left ajar. The chap holding the Sixaxis demonstrates how you can push the barrel by pushing the controller forwards, and force the window up by shaking the Sixaxis up and down.
Inside, the house looks just like it did in the trailer; dingy and dirty, all shabby furniture and yellowing wallpaper. It's full of stuff and it looks lived in. "Sometimes in games you see living rooms that look more like football stadiums than real living rooms, and we didn't want that," says Cage. He confirms you can interact with everything you see - sit on the rocking chair, open the cupboards, turn on the television. It's all context-sensitive; when you're next to items icons appear on screen to show you what button to press to perform the relevant action.

Are we out of the uncanny valley yet?
Madison takes a brief tour of the garage, where a chainsaw lies on the floor. She tries the switch-operated door to the exterior and discovers it won't open fully. After returning to the main house, she proceeds up the stairs. "We're just having a look around, it's just exploration. Everything's fine," says Cage, but the soundtrack suggests he's lying, having shifted from heavy piano to ominous strings.
He's lying. Madison swings open the bathroom door to reveal there's a dead woman in the bathtub, her head and torso submerged in a pool of blood. Our heroine gasps, stumbles out of the room and opens another door. Just like in the trailer, we see oddly posed and dressed mannequins; except now we see they aren't mannequins at all, but real women who have been gutted and stuffed by the taxidermist.
"Oh sh**," says Cage. The strings reach a peak. The screen splits into two panes, and in the one that takes up the left-hand third of the screen we see a man pulling up outside the house and getting out of his car. In the right hand pane, Madison hears the car and starts looking frantically for an escape route. She heads for the stairs as he enters the house and heads for the kitchen. This isn't a cut-scene, confirms Cage; she's being controlled all the while, and the guy doing the demo is being sure to creep rather than run so the taxidermist doesn't hear anything.

Is that spot motion-captured? We demand to know.
As he settles down in an armchair and turns the TV on, Madison carefully and quietly opens the door to the garage. She presses the switch, rolls under the gap, races to her motorbike and rides away to safety. The strings ebb away and the ponderous piano music returns. Cage and his audience breathe a sigh of relief.
"That was cool, that was okay," he says. "But that was one story. We made it out of the house, we didn't get caught. We will call the police and the guy will be arrested. But what if, when we were exploring the house, we had changed something - left a cupboard door open, maybe - and the guy had noticed? What if, when we were escaping, we didn't catch that bottle we knocked over, and it smashed and made a noise?" Any number of actions, explains Cage, could have changed the outcome. So, "Let's play differently and see what happens."
Once again, we watch the man leave his car and enter the house. But this time, instead of heading for the kitchen, he starts walking up the stairs to the bathroom. "He's managed by AI, so I can't predict what he's going to do," says Cage.
Madison starts searching for somewhere to hide, and once again the options are context-sensitive - except now more than one button icon appears. This demonstrates something called the "impress system", according to Cage. You may have to hold down several buttons at once to maintain a position, and you may find that as a result your fingers are uncomfortable just like your character. In this instance, the man controlling Madison must hold down triangle, circle, R2 and L1 to keep her hidden in a wardrobe.
The taxidermist, having heard Madison moving around, enters the room. He looks under the bed. "It's a good job we didn't hide under there," says Cage. But now he's approaching the wardrobe. "Sh**." He pulls open the doors, Madison screams and the split-screen disappears as a fully fledged fight gets underway.
It's just like in the trailer; the two characters face off across the bed, and after an X icon appears on-screen Madison picks up a lamp and smashes her enemy over the head. He chases her into the toilet, she kicks him out of the way and races down the stairs. She stumbles and a triangle icon pops up; when the demo man fails to press it in time, she falls and stands up with a bruise on her cheek. Eventually, she makes it to the garage, rolls under the door and runs out to the motorbike. This time it won't start, and another series of button presses is required before Madison is able to drive away. The taxidermist watches her go, then turns and heads slowly back into the house. The screen fades to black and a single shot is heard. It's over. Again.

The shadows are amazing. On her face we mean. Anyone can do black backgrounds.
"That was another way of playing the same scene. We could play it five, ten or 20 times and show you different versions," says Cage. "We could have stayed hidden in the house, found a phone and called the police, who would have turned up and arrested the man. We could have killed him, perhaps using the screwdriver or the chainsaw. Or we could have been killed by him, which would be taken onboard by the script, and the story would continue with this information... There are many different options."
Cage reiterates that what we've just seen won't be in the finished main game, but adds, "There will be around 60 scenes like this, each one unique and contextual. Each fight is unique. Each situation is unique. You will never see the same animation twice. Each scene has its own story arc, its own interactivity.
"And all this in a very dark and mature thriller full of twists and turns," says Cage. "If you can imagine that, you will start to see what this project is about."

It's raining in Brighton today. Coincidence? Yes, coincidence.
True, we know more about Heavy Rain now than when there was nothing but a tech demo and a conference trailer to go on. But this more extensive demo asks more questions than it answers. How will it feel to move characters around by controlling where they look? Just how interactive will the environments be? How can game storylines progress once the main character has been killed?
More broadly, what is Heavy Rain? Is it an interactive movie? Is it an action game? Is it next-gen point-and-click? Is it Choose Your Own Adventure for the 21st century?
The answers, as David Reeves might say, are blowing in the wind.
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Comments (140) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Married yet?
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When is it out?
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I did not like Fahrenheit.
I think I will like this even less.
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/honest mode on/
I hope it turns out good, I dig this sorta stuff
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Sounds great in theory. In practice how would I keep track of anything? What happens if I go to move and tilt the controller by accident?
So far, the more I hear and see of this game. The more it seems to have nothing but looks going for it.
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It really gets my goat when great games are ruined by having the storyline resolved by throwing aliens into the mix - I'm looking at you Fahrenheit and Far Cry and yes, I'm going to say it, the end segment of Half-Life as well
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I actually got whiffs of the old Lucasarts adventures like Full Throttle reading that. I hope that's true!!
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However there's still a whole year left to hype it out beyond imagination and make everyone sick about it. Assassin's Creed anyone?
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Seriously... who comes up with gameplay like that???
I am sorry... but despite liking their previous efforts is still sounds like a big meh to me. These kind of "games" were discredited in the late 90s. I would be impressed if they managed to have some procedurally generated plot engine or something like that, but this sounds pretty mediocre. This is just Dragon's Lair with more variations.
And yes I am not a fan of "games need to be interactive fiction". I like my games to be just games and have gameplay.
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Nomad was their best game when they didn't have this obsession with movies.
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I agree with the comment that this is true next-gen. Games need to progress. Storytelling in games needs to progress and this seems like just the ambitious project to do it.
Granted, the concept of quick time-events has gotten pretty boring lately, as more and more games feature them (tho they work well in the God of War games), but here's hoping Heavy Rain won't be all about QTEs. One here and there is ok. All the time would be a big letdown.
I must say I love the look of this, and the emphasis on storytelling and emotional responses is very intruiging indeed.
And I loved Fahrenheit.
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Yeah must be that. This possible can't be bad...
The trend has been to try to develop sandbox worlds with real physics, better AI and procedural generated content (be it graphics or real gameplay data) to get rid (or reduce) of scripted gaming and here comes a game that discards all that and goes back to a QT events driven gameplay with branching scripted events. I am sorry... but as a dev I feel like that is a step back. But who knows.. maybe the story will indeed be so good that it will be a worthwhile experiment. In the end, if it is great fun for a good number of people I am not going to give it bad scores. I just feel like this kind of stuff was behind us technically.
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That's the real next gen, right there!
Or it's a pointless over complication of something trivial?
You decide.
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I'm sick to death of generic FPS blasters and franchise games.
Play something different then.
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I am, but developer's seem to spew out titles like that. A little more originality is all I'm looking for.
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Thank God!
Fahrenheit's main draw was as an interactive story - which was quite good until the terrible final act. A dead guy fighting an alien AI? What?!?! Glad to hear they've moved away from that crazyness! I'm much more excited for Hard Rain with an assurance that they will not go down that road again.
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Actually lots of Shenmue's QTE's weren't like that. If you fucked them up you just got a different outcome e.g. having the football kicked at your head, or chasing the bag thief in part 2. Some of them also gave you multiple chances in the same QTE so if you missed a button Ryu tripped over but he continued the chase anyway.
Pretty much what they keep saying about this game as if it's the saviour of QTE.
The actual events where quite spaced out too so you actually got to enjoy the action a bit.
It was Fahrenheit that got it wrong not Shenmue.
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Don't you think you should wait until the games released?
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Its like having something like "oh by the way Master Miller turns out to be Liquid Snake in this game, you'll love playing it" or "watch out for the heart rendering death of Aeris" given to us in a preview.
So its quite a lot of reading into a game from a very limited preview.
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Played 1 & 2 on the DC. Some of them were as you described, but some you just failed and the story adjusted. Other's would start you back at checkpoints halfway through the QTE and would give you a couple of scripted failures so if you messed up one the button presses it would continue and could still be finished.
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Yeah, I won't buy one until this game is near release, but if this game makes true on its promise, it is impossible to ignore.
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Really? Everyone?
"Sounds great. I'll reserve judgement until it's played rather than watched being played by someone who worked on the game.
I actually got whiffs of the old Lucasarts adventures like Full Throttle reading that. I hope that's true!! "
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Maybe they own a PS3 too though? It has been known...
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Like FIFA then
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yes like fifa which is one game i continually play again and again and not banish to the shelf once i finished it
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There is no indication that the storyline branches, only that there are multiple paths through each 'scene'. Each 'scene' would appear to have one start and one end point though, based on what we have seen so far.
Well the article says you can you can kill the bloke or not kill the bloke - so that's a story branch right?
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Also what is nice to see is that the guy in this on scene isn't scripted, one play through he heads to the kitchen and then the TV, another and he's straight off upstairs. The camera angles imply movie cutscenes but the charater is controlled using R2 for movement, meaning you can effect their movement throughout scenes, context sensitive actions pop up to give you actions throughout what is going on, meaning it isn't an A to B jaunt throughout the action.
Again, this is all from one small demo, the dev stressed that the game isn't about going round to peoples houses and using QTE's to escape from them.
Seriously though, read the previews and take in how the game is operating because it is not an on rails qte fest as you are assuming.
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I just had a few interesting thoughts about this game:
Isn't it lucky that the guy happened to do something different the second time they loaded the demo? Surely, given the same set of variables it would have been highly likely he would do the same thing again. AI is very difficult to write so I would please just take this with a pinch of salt. There was an interesting article a while ago about how difficult it is to get a get a character to walk up to a table and pick up a bottle truly by it's own routines. I remember similar things being touted in HL2 previews. This seems like a huge leap and will end up being relatively scripted no matter how much we hope it's not. Ironic that with such touted AI it then resorts to QTE in the same breath - the very opposite of AI.
Secondly, he did state that this scene isn't in the game so it's very easy for the them to let you do A and get B, or you could do X and get Y. It's a self contained environment that has no effect on a further outcome. We all know from playing games (or working on them) as long as we have, that it is very very hard to make something truly branched and open ended. You have exponential growth in possibilities further up the story just by adding an extra option at the bottom. Again, it just seems like a huge leap in design which I welcome - cautiously.
Mass Effect suffered from the old 'select two different comments and get the same reply back' and a 'bug' in the story when it tried to give too many branch options in Noveria. It's tough to do.
Before any of you fucking fanboys jump down my throat I've already said I'm looking forward to this and I'm gagging for a good adventure game too.
EDIT: Awful, Awful grammar!
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Something I noticed in the Too Human review posts.
I was - foolishly - about to react to one of Blig's posts only to find it ... you know ... gone. So seem all his other posts.
Did I put him on ignore without knowing? Was it all a dream?
/whispers: is he behind me? ...
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I don't care if it's not really AI making the "decisions" or that it's not really me controlling where the story goes. As long as the developer can sucker me in to thinking it is/I am (the whole suspension of disbelief thingy), I'll be pleased.
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This and LBP are the two games that could make me get a PS3...
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(looks at xbox360 gathering dust..
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Talking of adventure games. What possessed LA to make the 4th Monkey Island require keys or a joypad?!??! And I defy anyone can look at the 2D Curse and not admit it looks 100 times better than the 3D shit of the Escape! I cried tears of sorrow the day I loaded it up.
Sorry - had to vent.
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PS: "Look, a three headed monkey!"
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Just figured your earlier gonorrhea quote was a result of seeing Ace Ventura. It was on last night. haven't seen it in years. I laughed so hard that a little bit of wee came out.
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Where do I fit?
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Take Gears of War. Fantastic game and I absolutely love it. But lets face it, it is one of the most linear games available. Essentially what it does is shovel you from one scripted event to the next. In the context of this area though, how you approach the combat and tackle the situation is entirely up to you. But really, nothing you do is really going to affect the outcome of the scenario. You are either going to die or be victorious and be shovelled to the next area. There are no branching paths or anything like that.
My point is, the same criticisms could be levelled at Heavy Rain. Okay, instead of guns you have a series of QTE's to keep the action ticking along. But it doesn't mean it's going to be a poor game. Gears was linear, it moved you along to progress the story and you kept playing because the world and story were of interest to you. This is pretty much the same deal, if the story can keep you interested, you are going to want to progress the story along and play more of the game. If not, then you will leave it gathering dust on the shelf.
Personally, I think the game sounds intriguing and I am for one, looking forward to it. Please don't make snap judgements on a game you have never played.
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not sure where to place you midget, neutral... have read most comments but it's friday, late afternoon and only 7 minutes 'till the Restistance movie... been waiting all day for that. (ok was supposed to work as well, but motivation levels are well below the required standard... )
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and yes, I mostly converse instead of throwing bananas.
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Hehehe.. I still remember the original Space Invaders cabinet has coloured strips of plastic to change the color of the "bunkers" and your own ship. Colour gaming!
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No, the game is not an evolution of Dragon's Lair. That was the point I was making, fundamentally this game is very different as it places emphasis on player choice and making realistic decisions that affect the storyline. Almost every preview there is has made this point explicitly. There has been every indication that this is what the game is about.
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I just don't understand what makes the gameplay better than the usual game which allows full freedom and can also create tense moments. I think if this had crap graphics nobody would be taking a 2nd look at it, but the premise isn't so bad.
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Can't wait to hear/see more about it.
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this looks pretty interesting, games makers are always going on about game-movie convergence but Cage is one of the ones who sees it movie-game convergence which is nice, the only issue with that is when you compare with movies like Rec. it's going to have to be shit your pants scary to be as compelling as the best films, a very tall task
i can see it being very compelling...i think the 'gameplay' is likely to wear thin after about 5 scenes but if their storytelling is good enough it could yet be a good un...definately different
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FFS, is it possible that you could try to spell that fucking word correctly! You've just made yourself look like a complete idiot by saying you're older than farty (when he's even older than me!) and then go and spell loser wrong.
I'm not normally a grammar Nazis but the "looser" one really gets me as I honestly see it misspelled more than I see the correct spelling!
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Nope.
What the honks will this game turn out to be?
As long as it doesn't turn out to be another Fahrenheit aka QTE Done Completely Wrogn(tm).
*begin spoiler* While the story was interesting, the whole "Let's QTE an entire honking APARTMENT, piece of furniture by piece of furniture, at the player! He's going to love that!" thing was just atrocious. Not to mention that those honking things kept you from following what was happening on the screen. *end spoiler*
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Back on topic. This game sounds very interesting and I'm glad another developer is trying something new and tired to push forward game interactivity. I'm sure we've had enough of FPS, racers and platformers that all do the same thing with a fresh lick of paint. If the main story is gripping with plenty of exploring and investigative work, I'm sure this will be a hit.
Kudos to the devs and LBP for new ideas.
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Yet you continue to behave like a fucking retard? Maybe end it now and stab yourself?
Doit doit.
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Not trying to take anything away from the game as it looks pretty neat, but I'm not seeing a giant leap in technology here.
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I wish people would lay off expecting the next big thing. All games have followed the same pattern for years and tweaked and adjusted some form of game play to stand out.
Why do we keep expecting things to be different. Gaming will be the same on every platform for years to come, whether you play with joy pads or waggle a stick nun chuck its all the same bloody thing.
At least the market isn't saturated with me-to FPS and racers, this leaves this type of game with an opportunity to try something different and so what if it has QTE, if you don't like it don't buy it.
so much negativity!
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I'm not knocking Quantic for the game or what they're doing with it. I'm just wondering what about it we haven't seen before that everyone keeps granting the game this "new and never-been-done" branding? Last generation we had a few QTE's. Sure, this one does this or that differently, but overall it's not exactly a concept we've never seen.
I'm not expecting the next new thing, but it seems many others are and believe they've found it here. I just want good games to play...if they don't do anything new or different, but do everything well, I'm fine with that.
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Anyhow, my issue comes with some of the lofty expectations and high-praise comments for a game that hardly anybody knows much about. It's more of the "Sony-said-so" mentality that's made them and PS3 defenders look foolish for the last few years. I can only imagine the next famous "list" of upcoming "better-than-anything-on-any-other-platform" nonsense we'll be hearing from fanboys down the road about this game, and I'm trying to come to the early conclusion of whether or not the moniker will be valid. At least this "list" will finally have a new entry because if I had to see another one with KZ2, LBP or R2, I'd have no choice but to rip my own eyes out.
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BTW, is EG the slowest damn site on the face of the earth or what? Holy crap, I hit refresh and a half hour later I'm lucky if my whole PC hasn't locked up.
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However "accessible to a broad audience" will probably have most on here slightly worried - Myst sold very well due in no small part to being accessible to a broad audience, but I'd wager it would not make an entry in to a Eurogamer top 300 games of all time poll.
Shenmue clearly wasn't a killer app - even with the forklift truck work - and while the eyes in this do look great - it does seem they maybe a little overused - akin to watching an early 3D movie, with needles squirting towards the screen and frogs jumping over your head.
I hope Remedy get an "eye scanner" for Alan Wake
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Prick.
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Grow up little boy and get a life.
/added to ignore list.
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When gaming was younger there was a quite an obsession with making games more "like movies" with lots of terrible and over used FMV among other silly stuff. Finally it was realised this actually doesn't make for a great game and moved away from it. As another poster said, "this feels like a step backwards." I think that open world games are the way forward with branching interactive stories.
I'm open minded, so I'm not judging the game before it's even born. I'll wait and see how it pans out. They should be applauded for daring to do something different and moving in another direction to the rest of the gaming world, I'm just wondering if this is wrong direction? Only time will tell.
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LOL, looking good anyway.
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Everyone does not keep going on about Alan Wake like the second coming.
I mentioned the eye scanner sarcastically - as I really don't think it would add much to a game at all - might have improved The Spirits Within - but don't think it would have improved any of the Final Fantasy games.
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[link url=http ://uk.ps3.ign.com/articles/898/898580p1.html
]http://uk .ps3.ign.com/articles/898/89858...[/link]
interesting though, trying to think back to the last adventure game that surfaced on a console? Adventure games are perfectly suited to being movies... story and character driven as opposed to red orb collection driven.
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Quantic doesn't claim to want to replicate the feeling of watching a film, but that of making a film. "You don't watch the story, you play it, and even generate it. You are not only the actor, but the writer and the director of the experience." Heavy Rain isn't the first game to attempt this kind of fusion - Boom Blox, for instance, lets you implement spectacular action sequences like those of Indiana Jones - but it's one of the few to attempt it knowingly, and in terms of sheer intricacy - taking into account every possible narrative permutation - I'm not sure it has an equal.
The proof will be in the pudding, of course, but done right, this could be a breakthrough of Citizen Kane-esque proportions.
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Haha. I love it when people make statements about people on the internet they no nothing about.
Anyway, yet again I'm agreeing with Widge (must try to stop), about adventure games. The point and click adventures really were the genre best suited to creating movie style experiences and there's no reason this couldn't follow suit. However I do think that making a good and enjoyable game should be their first priority.
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There won't be, says Eurogamer.de.
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Here's for hoping this makes better use of those player mechanics and doesn't feel as if moving between A and B all the time. But this time I'm watching you Cage >
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lolapol
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Ive got some reading to do.
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