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Mini Review: Heavy Rain

Argh! So close, yet so far!!! I’ve nearly finished painting Sheryl Nome but disaster struck on the final stretch and I’m not happy with how the hair turned out, so I need to formulate a new plan… It also needs a bit of cleanup around certain areas too… You can check her out here and here. Any thoughts or suggestions?

But because of that setback, I get the chance to put some words on one of the most interesting titles to come out for this generation of consoles; Heavy Rain!

Now, where to begin? Heavy rain gives people plenty to talk about but it’s incredibly difficult to review. Yet at the same time, it’s not very often where you can distil a review into a single word…
In this case, the word is divisive!!!

First up, here are the facts. Heavy Rain is the new title by David Cage and his team, quantic dream. It can be considered a sort of spiritual successor to their previous title, Fahrenheit/Indigo prophecy (for simplicity sake, I’ll use Fahrenheit to reference the title as opposed to the American title from now on). Fahrenheit received a lot of critical praise when it came out on the PS2 and various other consoles. It was a strongly plot driven interactive story where players took the role of an unwitting killer and the police officers who are trying to catch him. Heavy rain plays very much like Fahrenheit but with the more irritating parts removed or refined but the underlying core of the game is still pretty much the same, which is part of the issue…

In heavy rain, you follow 4 characters who are looking for a serial kidnapper/killer who goes by the name of the origami killer. However, the story focuses most on Ethan Mars, a father whose son has become the latest victim of the origami killer. Now, I’m going to avoid all story based spoilers from here on out as without the story, there isn’t much point in going through heavy rain. It works hard to try and squeeze out the most natural choices out of you in various circumstances and adjusts the plot accordingly. As a result, foresight pretty much destroys it as you are no longer making natural decisions but rather ones which you think will get you your desired outcomes.

Now, heavy rain is easily one of the most interesting titles for this console generation because there is quite literally, nothing like it out there right now. It doesn’t fit into any of the regular categories and it pretty much does it’s own thing. To it’s credit, it does a lot of it well but it’s not without flaws, and some pretty big ones as well. but lets break it down a little!

Loved

  • Morality that matters: Moral choices are a real buzzword which have been shoehorned into titles in recent years. The problem is that they don’t matter as they are completely inflexible. Take mass effect as an example. It gives you good and evil choices in conversations, which they call paragon and renegade points and they effect how people see you in the game. The problem is that, near the end of the game, certain decisions require you to to be either full paragon or full renegade before they can be unlocked. So you’re not really given any choice at all. You must be either a complete saint or total sinner! But heavy rain does things differently by firstly, not making it obvious which are good choices and which are bad but also your choices are not so visible. You won’t know how your choices affect the game unless you go back and try lots of different things. The changes will ultimately be minor but enough to make your game different from someone else’s.
  • QTE that works!!!: God, I never thought I would say that! Personally, I hate QTE sections. At best, they force you to focus on a particular part of the screen to find out what the next prompt is so you miss out on the cinematics which the game was trying to show off in the first place, and at worst, you have what you got in bayonetta where they spring out of nowhere and failure means death!
    Heavy rain takes a slightly different approach by putting the prompts in the context of the action. If you need to press a button to throw a good punch on someone, the prompt will appear close to your fist, where you will be watching anyway. It’s a minor tweak but it works wonders for making the game easier to follow and you don’t end up missing what’s going on!
  • Who is the origami killer?: If all goes well, you will meet the origami killer near the end of the story. I won’t say any more than that, but during the course of the investigation, the game does a pretty decent job of providing just enough evidence and hints to allow you to work things out for yourself, or at the very least not be completely shocked by the reveal. It’s the mark of a decent detective story to be able to do that, and since I like the logical thinking involved in such stories, I really enjoyed trying to work out who the killer was!
  • Mature without being excessive: Heavy rain is rated 15 in the UK. So only people who are aged 15 and above are supposed to be able to buy it, yet it has one of the most adult and mature stories I have seen in some time. Too often, titles are considered “mature” because it simply has graphic and gratuitous violence and/or sex. Such complaints can’t be used on heavy rain. Yes, there are gunfights and violence. Yes, one of the female characters can walk around topless, but they are all within context and never overdone. If nothing else comes from heavy rain, I hope that people, “critics” and developers will realise that you don’t need excessive violence to call your work mature!

HATED

  • Movement controls: In heavy rain, they implemented a system where the left stick controls the direction where you look and you press the R2 button to walk in that direction. In the majority of the game, it works fine, but when it doesn’t (and you will come across a section like that at least once!) it’s maddening. Even the system gets confused from time to time.
  • The BIG reveal: In the above points, I said that I loved the way you are able to work out who the killer is. The problem is that once the reveal has been done, several sections of the game no longer make any sense. I won’t go into any more detail than that but it’s really annoying when that happens.
  • Plot holes galore!: Several elements within the game exist purely to try and get you into a certain way of thinking or to trigger an event. Once it’s task is done, it’s promptly dropped and forgotten. One of the best examples is Madison Paige, one of the characters you control. When she first shows up, you discover that she has acute insomnia and can only sleep in “sleazy motel beds.” Why? It was never explained. The sole purpose of the insomnia is to ensure that she meets Ethan Mars, who happens to be staying in the same motel. once that’s accomplished (pretty quickly, I might add) then the insomnia is ignored, as if it never occurred.
  • Romance: David Cage cannot write a good or convincing love angle in his stories if the fate of the world depended on it. FACT!!!
  • Linear to a fault: You may not realise it initially, but the plot and even the choices in heavy rain are incredibly linear. Like Fahrenheit, the choices you make ultimately make very little difference to how the story progresses, save for a few sections where it will obviously branch, such as the vaunted sections where a character can die but the game continues regardless. There aren’t as many sections like that as you think so for a large part of the experience, you are simply following a tightly controlled script. It’s very good at presenting the illusion of choice, but it’s just that. A total illusion!

For myself, the linearity of heavy rain is one of the major sticking points I have. In fact, because of it, I question if it’s a game at all! Check the review again! I tried very hard to avoid calling heavy rain a game (damn hard it was too!) and that was the biggest reason. One of the earliest trophies you can earn from it is called “thank you for supporting interactive drama.” that’s a pretty good way to describe it.

A games magazine once interviewed Warren Specter about his (then) newest game, Deus Ex (still freaking awesome BTW) and he was asked how they went about making it so open ended with respects to how you could tackle problems. And this is what he said; “The plot is mine. How you follow it is up to you!”
That last bit is important because regardless of the game in question, even if it’s something as linear as uncharted 2, Modern Warfare 2 or even bayonetta, you are given a certain degree of freedom to choose how to go about certain problems, usually how to dispatch a bunch of enemies. It may not vary much but you can diversify your tactics and weapons to go about things differently, even in those games. Do you take out the heavy first? or try and take many out with a single explosion?
But for heavy rain, both the plot AND how you follow it are strictly controlled. You cannot deviate from what the very strict and limited choices presented to you. It’s akin to driving a car and being driven.

The other major sticking point were the plotholes. As a fan of the detective way of thinking, such holes simply detract from the overall conclusion. Even if the story ends, you are left with “what if” questions, and for detective stories you cannot have “what if?”
Others may go through heavy rain thinking it as more of a thriller, focusing on whether or not Ethan will be able to save his son as opposed to who is the killer. They can overlook the holes as it doesn’ t contradict the outcome and they are satisfied with an ending. “what if?” questions aren’t going to give them sleepless nights.

Despite all that, I will say that I enjoyed heavy rain. It will cause debate for a while yet and kudos should be given to sony for having the balls to release something like this, which is not guaranteed to sell well.  It’s a title which will promote discussion, not only about the experiences people went through but also what it may mean for the industry as a whole. Heavy Rain made it up to #1 in the UK games chart on it’s first week of release. It’s now down to #4 but still, #1 is a pretty amazing achievement for something like this and a PS3 exclusive no less!
Some people will really enjoy it while others may hate it. You won’t know which camp you belong to until you try it yourself.
Heavy Rain may end up being one of the most important titles in recent years and may get publishers and developers to diversify and take more risks. Then again, it may not change anything but even if that happens, it will still serve as an example of what the medium is capable of even after removing all the trappings which have caught on over the years. A talking point for those who wish to discuss video games as a medium.

Success or failure? Industry changer or footnote? Nobody can say, but one thing is for certain, heavy rain will not be forgotten!

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12 Comments

  • At 2010.03.11 01:20, Q said:

    I remember seeing people playing a bit of Heavy Rain in Asia Game Show in Hong Kong back in December last year (pre-release demo, or completed game for a try out – maybe the latter since I saw at least 3 different characters being played over the 3 PS3s that were playing it). Other than the details and graphics that was quite a stunning thing to look at, Heavy Rain feels a LOT like an interactive movie than being a game for sure. The ones I saw had Chinese subtitles as well, which means there are localisations planned out already and it appears that Heavy Rain is supposed to be a very big release.

    Talking of linearity I like how you’ve mentioned Deus Ex. Sure things are bound to go towards that direction, and the 3 different endings depend on what you do in the last (2) area(s). What’s interesting though is the degree of freedom on how you tackle the problems, and despite lots of things are still the same (e.g. whether Paul Denton dies or not everything is pretty much the same), there are a few subtle changes to the outcome that brings a little bit of diversity while still heading for the same thing and makes things *interesting* (hence why replay value is so great for Deus Ex).

    With games like MW2, it’s still similar since the ultimate thing is still the same, but how you achieve it is what makes it interesting. While I have not played Heavy Rain and only watched parts of the it before the release, I can get the idea how the ‘illusion’ of having a diversity while it’s still a linear game comes in. Besides, it’s more like an interactive movie than a proper game as you’ve mentioned already.

    I am not sure how well it is doing, but at least it’s something worth mentioning for gaming industry as well as gaming interets I would say.

    • At 2010.03.11 18:37, gundamjehutykai said:

      Well, sony did bankroll this game so it’s a pretty big deal to them. All the more reason to give them kudos for having the balls to release it!
      But you are right about if often feeling more like an interactive movie than a full blown game. One way of thinking about it is in this scenario: Your character has the option to get through a locked door which is guarded by 2 parrolling security guards to get a piece of info or progress without it. You are armed with a knife and a gun. In other games you would probably be given a choice of 1) take the guards out silently and use their key to go through the door, 2) kill them loudly and do the same or 3) sneak behind them and pick the lock before they turn around in addition to leaving it alone. In heavy rain, your choices would be 1) get the info or 2) walk away. It would then proceed depending on your choice. Failure in the QTE section may result in your character getting roughed up but the outcome will still be the same.
      Nevertheless, a lot of sites are still talking about heavy rain, which is a good thing.
      Gizmodo go through some similar points:

      http://gizmodo.com/5490360/heavy-rain-a-peek-into-the-future-of-movies-and-games

      and, while not all of it is praise, Heavy rain has managed to get people excited about the possibilities of the medium again instead of just waiting for the next mario/GTA/Modern warfare.

      My brother even wrote a piece for daily informer lavishing praise on it! http://www.dailyinformer.net/2010/03/09/why-heavy-rain-is-the-most-important-game-of-this-generation/

      Interestingly, while he and I both enjoyed it and agree on what we liked about it for almost the same reasons, we can’t reach a consensus on the stuff we didn’t like about it!

    • At 2010.03.12 09:57, lee said:

      I predict the next review will be done on FFXIII :mrgreen:

      • At 2010.03.13 01:46, gundamjehutykai said:

        Unlikely actually! Mainly because it’s really long and is quite a slog to get thru. I’ll probably finish a few other games in between too. But it would give me an excuse to show off my signed limited edition copy!

      • At 2010.03.14 06:17, lee said:

        ah the damn EU only limited!! who signed it?

        • At 2010.03.14 13:40, gundamjehutykai said:

          There was an event where Yoshinori Kitase & Isamu Kamikokuryo, the lead producer and artist respectively, signed stuff. It was quite funny because the event had a quick quiz before the signing and there were some fans and cosplayers there who were frankly embarrassing. Also, they gave out an Xbox 360 FFXIII bundle as the prize and everyone “meh’d” it! (tho some game sites are sensationalising it to make it a little more interesting http://kotaku.com/5492071/final-fantasy-fans-are-far-too-sensitive-about-the-xbox-360)

        • At 2010.03.15 15:27, lee said:

          LOL they booed for like 10 seconds,and it must be a huge crowd too judging by the loudness, really feel bad for the announcer on stage. but I don’t see whats so bad about it coming out for xbox, I mean I went on rampage when srarocean4 was announced as xbox only.

          this is like an historical event, so the signed game must be worth quite a bit, and they didn’t even do anything special over here..gosh I wish I was there lol

          • At 2010.03.15 20:22, gundamjehutykai said:

            Nobody really cared about the fact that it was for Xbox 360, but there was a feeling that the prize was a little lacklustre. Afterall, the bundle is just that, A 360 elite with FFXIII. People already had their copy of FFXIII ready (probably PS3 version too) and they probably all owned a 360 so the prize did lose a bit of the shine. The announcer even got into afterwards by saying something along the lines of “so you already got a 360, fine! Ebay this one then!”
            Besides, it was too good a joke to pass up!If it was a limited edition branded Xbox or something like the lightning edition PS3 then people would have loved it!
            There wasn’t any malice in the booing anyway, something which may not have been picked up on the video. I would have joined in for kicks but I was too busy laughing my ass off!

            That little signing puts FFXIII up there along with my Metal Gear Solid 3&4 which were signed by Hideo Kojima.

          • At 2010.03.15 23:03, lee said:

            will then maybe they should’ve did this before releasing the game to the public, that would’ve made the prize shine. but guess its just for the fun factor then.

            so are the japanese producer and artist present at the time of booing? that would been way embarrassing lol and what faces are were they making at the time?

            I have yet seen Hideo Kojima in person, but woah, you should totally sell them on ebay when you get tired of them, I bet people would jump on those auctions :mrgreen:

            • At 2010.03.16 00:43, gundamjehutykai said:

              No, they were at the back before being ushered to the stage later but even if they were there, I doubt they would have cared. In fact, Kitase may have even nodded in approval, seeing as he went on the record after the 360 announcement that he disagreed with the choice as it meant that the team would be pushed even further for the sake of the port. The 360 simultaneous release decision was purely due to Wada, the S-E president and one has to wonder if it was the best choice, seeing as the PS3 version outsold the 360 despite having a larger userbase. It may have been better to give ppl a 360 version but at a later date, just to iron out the kinks.

              And I’m sure Ebay buyers would love to get my signed games, but I’m not the kind of guy who sells! :lol:

            • At 2010.03.21 17:26, radiant said:

              I think one of the problems with these games isn’t the linearity, but how the player perceives this linearity. In all intents and purposes, Uncharted 2 is very much as linear as Heavy Rain and Fahrenheit before it. However, since this linearity is a lot more tightly integrated with the story (it’s an interactive visual novel, really), the linearity feels incredibly restrictive.

              In Uncharted 2, you get this “feeling” of being able to explore other areas, but really it’s still only one path. You and every other gamer playing Uncharted 2 will have to do exactly the same jumps and kill exactly the same enemies.

              I’m glad you enjoyed Heavy Rain. I’ve yet to get my hands on it, and only got halfway through Fahrenheit. Definitely want to go back to playing Fahrenheit, and playing Heavy Rain. I like the Fahrenheit reference in Heavy Rain. :)

              • At 2010.03.22 20:51, gundamjehutykai said:

                If you’ve only gotten halfway through Fahrenheit, then I would suggest you stop there. The plot gets absolutetly ridiculous (and disturbing in some ways) later on…

                But yes, it is about the perception of linearity but at the same time, the game can assist a lot with that. some games give you lots of leeway, as if you are driving down a multi lane freeway, so you can change lanes and overtake, etc as you wish. The path is still set but you can still do stuff within the restrictions. Heavy rain is more like a single lane road and you’re the passenger, not the driver. But it’s still an experience worth going through.

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