Heavy Rain - Announcement trailer
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Published 21 August, 2008 Duration 1:31
Sony's spooky new IP was officially unveiled during its conference in Leipzig last night, drawing appreciative coos from the audience. Quantic, the folks who did Fahrenheit, are behind the game, which purports to offer unprecedented narrative control and emotional involvement.
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Comments (56) Latest comment 3 years ago
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Agree with Widge. Why is that a bad thing??
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Shame it might as well be Dragon's Lair gameplay with pre rendered prettyness.
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are we meant to actually "play" that or just go OOh and AAh at those winzor grafics...
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I didn't even think it looked very good (might just be compressed movie but nevertheless..)
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At first I was as concerned as every other poster on here, but after reading 1up's preview it suddenly sounds a lot more interesting.
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Even Quantic themselves are trying to let people know that this game contains no run and gun action whatsoever! It's an adventure. A work of interactive fiction i.e. you get to watch it a lot and actually participate very little (bar QTEs and searching locations by the look of it). The story seems to unfold via the heroines dictaphone entries and flashbacks.
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If they can expand on that idea, which according to the developers is one of their goals, I'm interested. It's a different kind of interaction and maybe less "direct" than shooting stuff or jumping on things, but you can do these things elsewhere.
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Read the 1up preview. From what I understand, that's exactly what this game does. Just because you mess up and get caught, doesn't mean it is the end of the game. You just get a different outcome.
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/wonders why blig dude have nightmares of electronic 360's/
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[link url=http://www.1up.com/do/previewPage?cId=3169463
]http://www.1up.com/do/previewPage?cId=31...[/link]
and that sounds pretty good. Unique storytelling, unique controls... all sounds good!
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I'm as annoyed with QTEs where the action slows to a crawl, and you have unrealistic amount of time to react to enable the "good" outcome movie as anyone else; but that looks to be a world away from what's being shown here. It looks fast-paced and action packed, retaining the tension that the scene in the building conveys.
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"Actual Gameplay" = A cut scene with some buttons to press!
P.S. Shenmue is one of my favourite games ever and Farenheit was a very good effort but this game will have needed to progress far from that game in 2009 to be the AAA title everyone is hoping it will be.
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I don't know if this was aimed at me, but I was well aware that it was a cut scene and QTE. Isn't that what I said above?
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If someone tells me I can steer a story or course of events with my decisions, then surely actually MAKING decisions is an important part of that.
From what I saw in the movie, there was plenty of button pressing going on, but no clue as to what each button press was going to result in.
So where is the decision making in the sections of gameplay we have been shown? No doubt the actual dialogue sections of the adventure will be clearer, but that is really no different from Fahrenheit, i.e. section of interesting adventure progress (aside from when the plot went mental) spliced between amateurish action scenes over which I felt I had no proper control.
I played all the way through Fahrenheit, and I enjoyed it, and I've been tempted to buy it again on XBLM. But nobody can tell me it was the second coming of story driven gaming it was hyped to be, and I suspect Heavy Rain is going to me much the same. Pretty, and fun, but nothing that resets the bar.
So now I'm reading the preview link. "discussion of controls that feed the story" it says here. /raises eyebrow after previous comments about context-less controls.
Ok, so the "review your thoughts at any time" stuff sounds cool. The driving yourself through the environment is an interesting angle to take, which is I guess just putting a posh graphical hat on the normal adventure format, so that is cool too.
Judgement is reserved as always. Fahrenheit walked the line as far as I was concerned; sometimes very clever and sometimes childishly stupid. If Heavy Rain is better than Fahrenheit was, I shall be pleased and will no doubt play it and enjoy it.
One final word to DC, shorten the quicktime sequences compared to those in Fahrenheit. Some of them were about 6 times too long, and were simply not fun.
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What exactly is the difference? If a section of the game is interactive, in other words playable, it is gameplay. The clue is in the title you see.
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As an aside, the other thing that was annoying with Fahrenheit's QTE's wasn't just the length, but the amount of button presses chained together in quick succession. I find it ironic that a gameplay element was designed to do some extravagant footage only to have the player not appreciate it because they're too busy focussing on the buttons appearing on screen! At least Shemnue's were spaced apart so you could enjoy the action.
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(kojima kind of tried it with his amusing but pointless camera and codec interaction, but was too in love with his story)
To make it more liberal through-out gameplay may become a bit of a strain.
Let them try it, at least SOMEONE is trying to write game stories for grown ups. is this ps3 exclusive?
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If someone tells me I can steer a story or course of events with my decisions, then surely actually MAKING decisions is an important part of that.
From what I saw in the movie, there was plenty of button pressing going on, but no clue as to what each button press was going to result in. "
QFT - So true and should be part of some 'Game Design Bible' or something. I hate QTE's so much now that I avoid anything I know has 'em. Soggy corn flakes etc. to whoever invented them.
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If you watch carefully, the clue is in the positioning of the icons. Really not difficult to work out what each buttons press will do.
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Up untill it goes bat shit crazy and the personification of Tyranny pops up and fights Cable TV.
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Don't they have any other ideas? Don't they want to make something that actually plays well?
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but man not one of the those now press button x games... :/
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You misspelled "ace" there.