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    Heavy Rain

    Game » consists of 12 releases. Released Jan 25, 2010

    An interactive thriller from the studio behind Indigo Prophecy, sporting a dark storyline involving the investigation of a mysterious serial killer.

    bakemono666's Heavy Rain (PlayStation 3) review

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    Late Bird Reviews: Heavy Rain

     

    A several months after its release, I finally got down to playing through Heavy Rain, the mystery thriller developed by Quantic Dream. I remember playing the other game they developed, Indigo Prophecy, and getting the same sense of satisfaction mixed with disappointment after finishing Heavy Rain. The game is good. It’s not really a game, but is nonetheless a worthwhile experience on the PS3, in my opinion. However, some issues come into play in the gameplay, presentation, and storytelling that keep it from being a truly stellar performance.

    Gameplay

    This is perhaps where Heavy Rain stands out the most from any competition, in that it really doesn’t have competition. The gameplay of Heavy Rain is very unique in a way that would suggest it almost isn’t a video game. It is an interactive cinema. You ever go to the movies and there is someone in the audience who is talking to the characters, telling them what to do? Maybe you’re that person who I want to throw my bag of Skittles at for not being quiet. Essentially that is actually what you should be doing here, because the situations these characters end up in require the player to make the choices that could determine drastic changes to the storyline. 

    The way the game works is that the player inhabits a particular character, out of a roster of four, for a scene that can be as brief as five minutes or as long as a half-hour. While inhabiting a character you are free to move around in the environment and interact with it as you see fit. For instance, if there is a razor on the bathroom counter, you can shave off some stubble. Some interactions only require a quick flick on the right joystick, while others require more complex button combination and stick movement. Sometimes you have to move the stick slowly in a clockwise fashion, or sometimes you have to press several buttons together to get the character positioned correctly. It’s hard to describe on paper, but the game gives the tutorial that is easy for most gamers to comprehend. 

    So essentially, there is no punch or kick button. There is no particular talk button, just choices to make in conversations. Sometimes choices never come back around during dialogue due to the characters themselves, or the passing of time in the scene. The fact that time is often a factor on what you can get done makes the choices seem more relevant and risky. There is a constant pressure to finish as much as you can before time runs out, or to get as much information as possible to solve the mystery before you miss your opportunity. 

    Unfortunately the gameplay and controls are not necessarily refined. There were plenty of moments, especially during chase scenes, where I was truly fighting the controls. The only button that serves as an action button for the character is the “walk” button. But with the camera angles shifting frequently for the most dramatic shot, either by the game’s choice or your own, moving through the scenes was often a huge challenge. It was especially difficult with the intentional obstacles placed in your path. I would frequently get turned around in a feeble attempt to bypass an obstacle with the controls that did not feel entirely familiar. 

    Sometimes with the quick-time events and button interactions the indications for tapping a button and for doing something slowly would come right after another, practically ensuring that you would fail the first attempt. But I would have gladly suffered that minor inconvenience if it meant that I got a better indication for what I was about to do half the time. Each time a character walked up to an item the icon would appear for the joystick action you had to mimic in order to use the item. Unfortunately, there would be times where you couldn’t tell what the character was going to do. For instance, the camera angle shows you two icons, however the only item you see on screen is a pair of sunglasses. One action probably means putting on the sunglasses while the other does something you don’t know. You decide to use the sunglasses icon, turns out the character throws them in the trash adjacent to him or her. If that’s actually in the game I don’t know, but situations similar to that would happen, and all I’d like are better clues to what I’m about to do or even a hint if this was the last thing to do in this scene, reducing the odds of me leaving the scene accidentally. Indigo Prophecy had icons to indicate what you were about to do, albeit very vague ones, but it was nonetheless helpful in determining what you were about to do. The controls these games are unique, but could still use a little work for future similar titles.

    Presentation

    When the first scenes and screens of Heavy Rain were released to the public, the game looked astonishingly realistic. The details of the characters really stole the show and made you stare in awe at how good the people looked. The environment with the steady pour of rain as well as the textures on the surfaces of objects seemed incredibly realistic to the point of disbelief. Having played the game in its entirety I can say that there is a great deal of that realistic detail present, but at times that realism spent on the characters works against the game’s overall presentation. 

    The main characters all look really good. Close-up shots of their faces (including the ones during loading screens) allow you to see the expressions, the creases in the skin, the cuts and scrapes from violent encounters all in graphic detail. These characters look great, but the ones that play minor roles or no role at all in the story get the short end of the stick on presentation. Textures are flat or blurry on the other characters with no real details to make them stand out. Sometimes this is an artistic choice to make the masses of unimportant people seem like just dust in the wind, but here it just feels like a choice of constraint as opposed to style. 

    The game also requires the player to take close examinations of particular objects in the world, which many times look perfectly fine, but occasionally there is one here or there that looks like something out of a game from years ago. My best examples are whenever a character grabs food out of the fridge. Regardless of what the food is, it always looks horrible upon close examination. Textures that look flat and blurry on the food only seem worse when you know that there are other things in the game that stand out because of their acute detail. It’s unfortunate that something as seemingly small as detail on an unimportant object would take me out of the moment, but this game is constantly trying to appear realistic to your eye and a blurry box of microwavable mac n’ cheese instantly stopped my immersion. 

    The sound department is also hit and miss. The music is superb. If you haven’t listened to the soundtrack, I highly recommend it. The orchestral tracks really play the melancholy notes and dramatic moments in ways that got me either amped up for the drama or as emotionally vulnerable as the characters. 

    As for the voice acting, its really only good with the main characters. The main four deliver their lines well for each scene and in the way the game intends based on the choices you make. If you want a character to lie, the actor does a good job at indicating the choice for that scene. There are some exceptions where it’s just a little absurd or even annoying like the “Jason!” scene, but for the most part, the main characters sound good. 

    However, the same cannot be said for the other characters. Much like the physical presentation, you get the sense that they didn’t have the time or resources to get proper voice work done for the other characters, in particular the children. The delivery of every single child’s voice was flat and stiff with the emotion trapped underneath the actor’s inability to express anything beyond what was written in front of them. It was also rather annoying for me that I could hear for many of the side characters, including the children, a French accent. One of the nonplayable characters closely related to the story might as well have gotten of a boat from before taking up her role in the story. It’s not extremely thick, but it’s there and I would have preferred they either came up with an excuse in the game for the French accent or that they just forked over the money to get some American actors to do voices for a story that takes place in .

    Story

    Okay, so this is the part that is truly important in terms of reviewing Heavy Rain. If it were just down to presentation and gameplay, it wouldn’t really be a game, just good looking people wandering around doing random daily actions at your disposal. It’s the story that you are playing this game for. It’s the story that drives the characters. It’s the story that requires me to give a major *spoiler warning*. If you do not want to know the story, the twists, or even any surprising moments in the game, stop reading this now; go read another awesome, lengthy review of mine. I feel that in order to discuss the impact of the story on the game I have to go over the moments I experienced in my playthrough (since there a many branching paths throughout the game). Frankly, I’m surprised I managed to go so long since its release without seeing more than a scene’s worth of footage, which is really the way you want to play the game. If you’re planning on playing Heavy Rain, play it blind if you can. Not knowing the “right” choices to make the first time through makes the game much more fun and interesting. So don’t let me spoil it for you. 

    Conclusion

    Heavy Rain is not for everyone, plain and simple. If you want an interactive storybook, then this is right up your alley, but the pacing and gameplay may turn people off pretty quickly. The story itself is okay, but it seems to fall apart toward the end, suggesting that there was a different plan originally that the developers decided to change at the last minute. If the presentation and story are any indication on how this game was made, it would show that there were areas where a great deal of effort was spent, while others fell by the wayside. It’s not the perfect storybook game, but it’s a good start. 

    Funny side note (spoilers):

    Other reviews for Heavy Rain (PlayStation 3)

      Context is Key 0

      This review is a little late, but hey, why not.  First thing's first, I'm very surprised (in the good way) that Heavy Rain has sold as many units as it has, because ahead of time it seemed it was going to score big with critics but not manage to achieve commercial success. Well done to the gaming nation for giving something new a try, whether they liked it or not. It's nice to see new IP's do well, rather than sequels galore. In the simplest of terms this game is unlike anything you've played be...

      36 out of 38 found this review helpful.

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                    All that is old is new again. A game comprised entirely of quick-time events (a concept that hasn’t been funky fly since Shenmue) combined with the hunt for a Jigsaw-like killer (imitating a movie that hasn’t been interesting since…well the first one), coupled with Resident Evil-like walking controls (which have never been cool.) Throw in the most daring attempt to climb the uncanny valley to date and you have a game that really, really should not have any claim to relevance in t...

      70 out of 78 found this review helpful.

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