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Heavy Rain Discussion Thread


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#1 NamPaehc

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Posted 22 August 2008 - 09:26 PM

This thread will be to discuss Quantic Dream's upcoming "evolving thriller" PS3 title. If you want to talk uncanny valley, maybe post your feelings in a CAG 2.0 blog as this clearly isn't the place any more.

Just going to try and discuss the game info that'll be shared between those anticipating its release, and the others looking for more details.

Reviews:
FriskyTanuki's (CAG Community Member) Heavy Rain Review.
shipwreck's (CAG Community Member) Heavy Rain Review.
IGN Review.
GamePro.
Game Informer.
Find more at Metacritic.com


Heavy Rain is a cinematic and evolving thriller from Quantic Dream, the developer behind the critically acclaimed Fahrenheit. Dealing with a range of adult themes, the game revolves around a sophisticated plot and strong narrative threads that explore a complex moral proposition. You assume the role of multiple characters, with very different backgrounds, motivations and skills, in a world shaped by Bending Storylines - a dynamic narrative design where your actions and decisions will shape your story.

Rating: Mature (ESRB - US)

Official Site.

Dev blog (IGN)


Release Date: February 23, 2010 (US) Date Announcement.

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Previews:


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Pre-Order Details:
Spoiler

Edited by NamPaehc, 23 February 2010 - 07:05 PM.

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#2 Vanigan

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Posted 22 August 2008 - 10:27 PM

What's really interesting to me in the concept of main characters dying (due to player actions) and the story continuing on despite that. Leads me to think that they're aiming for even more elastic plot points. That was a real strength of Indigo Prophecy despite it's other flaws.

Also, any word on who is doing the music this time around? They managed to get a hollywood composer to do Lucas', Carla's, and one other theme in IP and that really helped the game.

#3 CoffeeEdge

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Posted 23 August 2008 - 02:32 AM

What's really interesting to me in the concept of main characters dying (due to player actions) and the story continuing on despite that.


It's going to be a hundred times more rigid than you're anticipating, I assure you.
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#4 Halo05

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Posted 23 August 2008 - 03:14 AM

Ew motion controls? Kick that shit to the curb. Shaking my controller in Resistance to keep zombies off me was the absolute worst part of the game.

As many of you know, black ops 2 is plaid with bugs, lag etc which many people have been suffering including me.


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#5 NamPaehc

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Posted 23 August 2008 - 03:21 AM

The story continuing beyond character deaths, I think was tried in Omnikron too. Doubt it will be the same thing but perhaps this is the progression of that idea?

Ew motion controls? Kick that shit to the curb. Shaking my controller in Resistance to keep zombies off me was the absolute worst part of the game.


I think it sounds interesting, if done right. Resistance was to random, if you would actually elbow or swing on the way you moved I would have liked that more. This seems to be more complicated compared to Resistance to me.

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#6 Koggit

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Posted 23 August 2008 - 03:33 AM

If the screen shots of this game didn't look so good I doubt anybody would care at all, the gameplay looks boring as hell

If I want to watch a story I'll watch a movie... if I want to watch a rendered story I'll watch a CGI movie...

#7 NamPaehc

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Posted 23 August 2008 - 03:37 AM

If the screen shots of this game didn't look so good I doubt anybody would care at all, the gameplay looks boring as hell

If I want to watch a story I'll watch a movie... if I want to watch a rendered story I'll watch a CGI movie...


Well you were watching a trailer so... that isn't going to be very fluid lol.

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#8 CoffeeEdge

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Posted 23 August 2008 - 03:37 AM

The story continuing beyond character deaths, I think was tried in Omnikron too. Doubt it will be the same thing but perhaps this is the progression of that idea?


It would still have to happen at set points. They'd have to provide something, for each possibility. It's not going to just generate plot and dialogue out of nowhere; it WILL be done by design.

Games can't write their plots dynamically, despite what QD claims.
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#9 Razzuel

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Posted 23 August 2008 - 04:47 AM

If the screen shots of this game didn't look so good I doubt anybody would care at all, the gameplay looks boring as hell

If I want to watch a story I'll watch a movie... if I want to watch a rendered story I'll watch a CGI movie...


Yeah I had a similar thought when I saw the trailer. Quick time events or whatever you wish to call them while watching a cut scene is rather boring.

I really wish developers would try their damnedest to combine gameplay and story. Quick time events are the easy way out.

#10 creid

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Posted 23 August 2008 - 04:56 AM

What's really interesting to me in the concept of main characters dying (due to player actions) and the story continuing on despite that. Leads me to think that they're aiming for even more elastic plot points. That was a real strength of Indigo Prophecy despite it's other flaws.

You thought IP's plot was elastic? Yes, you could change what happened, but 3 minutes later it never mattered. I guess it's elastic in you can try to stretch it, but as soon as you let go it snaps back to where it was.

#11 TimPV3

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Posted 23 August 2008 - 05:00 AM

If I want to watch a story I'll watch a movie... if I want to watch a rendered story I'll watch a CGI movie...

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#12 NamPaehc

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Posted 23 August 2008 - 05:26 AM

Games can't write their plots dynamically, despite what QD claims.


No, not 100%. But they can try to some how emulate the "choice your own adventure books" and give you varied endings.

Though, I think that is your point and it makes sense... There sounds like there will be certain points where you can lose a character but that most likely is planned out.

I also like that when you fail certain actions, you'll have visuals characteristics that'll follow the character. I always wanted to see that. Get punched in the face, and you'll have a black-eye for the rest of the game.

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#13 Vanigan

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Posted 23 August 2008 - 05:42 AM

Elastic? Yes. Completely open ended? No.

By elastic I meant exactly what you were talking about, you could do things within a scene or across multiple scenes out of order, even skipping certain steps and the game could handle it and even kept track of such things. But at the end of the day that elastic band of the plot was still anchored between two locked down points.

I think people are misinterpreting my like of this elastic plot style as believing it'll all be some freeform plot that can roam all over. Nope. I just like the way IP handled it because in all honesty, the way it handled those little elements non-linearly was a lot better than most other games out there. Not that the game did much else well though.

Think about it this way, there aren't a whole lot of other games that have these elements on non-linearity that also have a good deal of story.

#14 NamPaehc

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Posted 25 August 2008 - 01:06 AM

Some pictures and info on the mocap crew.

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#15 CoffeeEdge

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Posted 25 August 2008 - 01:27 AM

I just like the way IP handled it because in all honesty, the way it handled those little elements non-linearly was a lot better than most other games out there.


Maybe I don't remember IP well or something (it's been a couple years), but from what I recall, it seemed to me that most of the "elasticity" was just different ways to get game over screens, if you skipped over some tiny detail.
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#16 Vanigan

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Posted 25 August 2008 - 03:36 AM

Actually, one of the big elastic plot elements was how you handled the crime scene and getting away from the area. The game tracked a lot of that and depending on what you did it changed the investigation in little ways.

The game over screen stuff was just more of that stupid Simon game.

#17 Zombiebride

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Posted 26 August 2008 - 02:09 AM

They Mo-Caped a dog? :O I am looking at it but it better not be boring.. and it better be creepy as hell.
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#18 CoffeeEdge

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Posted 26 August 2008 - 02:26 AM

Actually, one of the big elastic plot elements was how you handled the crime scene and getting away from the area. The game tracked a lot of that and depending on what you did it changed the investigation in little ways.

Yeah, there were a lot of variables in that one scene, but I think they kind of blew their wad during the first five minutes of the game, really.

Within an hour, I didn't notice anything I chose during the beginning having any further effects, and no other choices I made seemed to have any effects 3 minutes after I made them.

They Mo-Caped a dog?

Cue complaints from animal protection groups.
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#19 NamPaehc

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Posted 26 August 2008 - 08:58 PM

Details on how the game controls.

Quantic Dream's David Cage walked us through a Heavy Rain demo at Games Convention last week, giving us a taste of how the game actually plays. While much of the presentation touched on facets of Heavy Rain's "rubber band" storyline and little things, like motion captured eye movement, Cage paused often to talk up the PlayStation 3 game's control scheme.

We've already written about the driving game inspired character control -- the R2 button moves her forward, with the left analog steering her head and shoulders -- so let's focus on how everything else is done.

After discussing how the character walks, Cage showed us how to interact with objects. Outside of the residence that the protagonist was investigating were a pair of metal trashcans and a mailbox. Both could be opened with the right analog stick, using forward and back motions that translated to on-screen movement. Pulling back on the stick fully opened the mailbox door fully, pushing it forward closed it. You may have seen this interactivity showcased in the game's Games Convention trailer, with the character opening a refrigerator with a sweeping arc of the right analog stick.

Heading up to the house's front door, a context sensitive control scheme appeared in the bottom right corner, giving us two options — knock or ring the doorbell. Both could done repeatedly, with a side to side motion of the right stick.

Following that, another context sensitive control option became available, letting the player call out to whomever might be inside. This was done with SIXAXIS control, giving us three dialogue options. This could be done in concert with the knocking/doorbell-ringing for maximum annoyance to whomever might be at home.

As the character walked around the house's right side, we encountered a barrel. It wasn't of the exploding type, just a regular, non-combustible barrel that Cage wanted to use as a step. Pushing the object over with the square button, his controlling assistant pushed it forward with a thrust forward of the SIXAXIS. To right it again, he hit the square button.

Heavy Rain also gives players access to internal dialogue. Using the L1 button, we can listen to the main character's thoughts, giving players helpful clues about how to progress or simply to learn her opinion about the pros and cons of the current situation. There were two options when deciding whether to break and enter the house, one "daring", one "cautious."

Much of what we saw in the house was controlled via these methods, with brief Quick Time Events requiring randomized button presses. One, triggered by bumping into an overturned bottle, simply required a quick push of the triangle button.

Perhaps the most interesting implementation of the PlayStation 3 controller was during one of the stealth-action sequences. Forced to hide from the killer during the demo, the protagonist sneaked behind an open door, something that required the player hold X, then the R1 button, then the triangle button.

Another version of this sort of finger Twister game occurred when she sought shelter in a large wardrobe, requiring four consecutive button presses. We didn't actually see anyone from Quantic Dream fail at this, but it added a nice bit of tension to the scene.

Some of these control methods have been featured in Quantic Dream's previous games, but Heavy Rain looks to bring them all together into a cohesive package that feels thoroughly well implemented. We definitely look forward to going hands-on with the PlayStation 3 controller whenever Sony decides that's something it wants us to do.


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#20 CoffeeEdge

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Posted 26 August 2008 - 09:40 PM

Outside of the residence that the protagonist was investigating were a pair of metal trashcans and a mailbox. Both could be opened with the right analog stick, using forward and back motions that translated to on-screen movement. Pulling back on the stick fully opened the mailbox door fully, pushing it forward closed it. You may have seen this interactivity showcased in the game's Games Convention trailer, with the character opening a refrigerator with a sweeping arc of the right analog stick.

God damn it....it's going to be Indigo Prophecy again.
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#21 happy

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Posted 26 August 2008 - 10:33 PM

Considering Indigo Prophecy was well reviewed and sold fairly well (800k according to wikipedia) I don't think anyone can be surprised they're using the same formula and trying to improve it in various ways.

That said I never played indigo prophecy, so maybe the reviews/sales figures are misleading, but presumably it had many redeeming features.

#22 dpatel

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Posted 26 August 2008 - 10:54 PM

IP was definitely one of my favorite games of last gen. I think the problem people had with it, and rightfully so, is that it didn't come close to what the developers had promised. The game itself, in my opinion, was great, but it didn't live up to the hype. It seems this will be the case with HR as well. With that said, I try not to take everything a developer says about their own product too much to heart (especially from one who has disappointed in the past), and I still am very excited about the game.

#23 Vanigan

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Posted 26 August 2008 - 11:32 PM

Eh, I'm glad it's not the generic Simon style things, however it's still basically button presses. The only way I'll accept that is if they integrate them into the game better instead of two giant glaring color pads on screen.

They really need to actually show more of the elastic plot elements to get me convinced.

#24 orko60

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Posted 27 August 2008 - 01:50 AM

I'm excited for this game. I just bought a used copy of IP, and I'm digging it so far (not too far in). I don't understand the hate that some of you have. He's not claiming (as far as I can tell) that you'll change everything about the story, but that it will have "rubberband" gameplay. Just like your elastic analogy, that's what he means. I dig that. I know that I'm on a railroad, but it gives you a little bit of freedom within that.
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#25 Vanigan

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Posted 27 August 2008 - 02:59 AM

Heh, Orko, you'll hit the reasons why some of us really dislike IP in short time. About halfway through the story things just get way too absurd and all that great build up goes down the drain.

#26 NamPaehc

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Posted 27 August 2008 - 04:57 PM

Well commenting directly about the controls in Heavy Rain, they well enough to me. Just makes me ponder what if the big N's system had the power to run a game like this? Using motion controls to open things might be interesting. Here I guess they are doing their best to map it to a standard controller.

The "button twister" sounds interesting too, I don't think I've played a game that has that yet.

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#27 NamPaehc

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Posted 29 August 2008 - 06:25 PM

The game picked up a few awards, which is interesting since no one actually got to play the game themselves. The PS3 seemed to have a good showing all around.

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#28 DarkNessBear

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Posted 11 September 2008 - 07:31 AM

They basically added a feature that I have been saying for a while a game should implement.

Dieing doesn't end the game.

David Cage, director of Heavy Rain, disclosed an interesting tidbit of info back at LGC: the main character of the game, as seen above, can be killed and the player will still be able to continue the game. "I can't really tell you too much about what the story's about or how it's going to work with the characters, all I can tell you that your character -- the main character -- can die, and the story will continue," Cage told VG247. "You can continue to play, without this character, of course."




Which I basically said in my old thread that was totally bashed on:
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#29 NamPaehc

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Posted 12 September 2008 - 01:58 PM

Game might be only about 8-12 hours long.

Not a big deal if you can have a different experience each play through.

peaking to VG247 at Games Convention, Quantic Dream boss David Cage said a single walk through of top drawer PS3 thriller Heavy Rain is likely to take no more than 12 hours.

“We’re still in the middle of production, so I can’t really tell you the exact time of the game, but we’re targeting a game between eight and 12 hours in gameplay for one walk through,” he said.

Seen for the first time in Germany last month, the game showed what appeared to be unparalleled plot-branching, a fact, Cage said, likely to keep the hardcore coming back for much more.

“It’s impossible in one walk through to see everything there is to see,” he added.

“And that’s going to be OK. For most gamers, they’re going to play it once, and really enjoy it and have a great journey, but some hardcore gamers will want to come back and see everything, and all possible options.”

Heavy Rain has been branded PS3’s “most important title for next year” by SCEE boss David Reeves.


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#30 Vanigan

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Posted 12 September 2008 - 10:24 PM

That's longer than Way of the Samurai, which had a similar play length but had a lot of different scene outcomes and endings.