On the game of the year awards podcast the bombsquad talked about sequelitis and why Uncharted 3 made very little impact on them, but is there a way they can make a second sequel without this happening?
I feel once you get passed the first sequel of a game, unless the game is a hugely different game, it will never be as good. Uncharted was fun, Uncharted 2 was the perfection of Uncharted. There was nowhere else to go without completely changing the formula. The same happened with Modern Warfare 3, Gears of War 3 and so on. But this did not happen with Skyrim. Why? because with each iteration the elder scrolls games have been very different games in a completely new area of the world but still keeping the feel of an elder scroll game. Say what you will about the Final Fantasy series but the only reason they are up to such a high number is that each game is dramatically different.
Mass Effect was decent and Mass Effect 2 was the perfection of the formula so this has me and a lot of other people worried. It is possible that Mass Effect will still be a great game, but the odds are against it getting the praise of the original. What I would like to see is a simple yet deep character perk system or the return of loot. Something to freshen up the gameplay in a way that is not 'We made the shooting better' or 'we're making this more accessible for the mainstream'. You did all that last time round! I guess I'll have to wait and see.
Heavy Rain is a good game, no doubt. But I really didn't find myself enjoying it. Yes it had its flaws, the story was dark and depressing, the controls were awful, some sequences were just stupid and the voice acting was mediocre. However I think the main reason I couldn't enjoy it was that I felt I had no control despite the game telling me the opposite.
Just looking after the kid at the start was a pain because it wanted you to find stuff in the house but you have no idea were anything is. So you end up walking around with the terrible controls bumping into things, where in real life that character would know the contents of his own house. Another thing was that one wrong button press may lead to getting your character killed or injured without realizing what that button press represented or meant in the first place. Also the fact that I controlled multiple characters forced me to lose any personal attachment to anyone in particular. I think I would have preferred a game where you controlled the story, giving you the impression you are writing the story as you go along. Either that or you know exactly what your choice mean like in the mass effect universe.
Despite these flaws I still think this game is a huge step in the right direction. The quick time action sequences were very well done and a lot of fun, just a lot of time they just didn't fit in with the story or were completely unbelievable. In the end I think they chose the wrong type of story for this type of game. A more fictitious action adventure title would have been great fun. In the end I much prefer to watch a well written drama piece rather than trying to play one. To each his own but I hope this type of story telling in games is taken further, because there is definitely a long way to go.