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GC preview: Heavy RainGC preview: Heavy Rain
Last updated on August 26, 2008 - 12:12.
One of the appointments we were looking forward to most at this year's GC was the presentation of Heavy Rain - The Origami Killer by Quantic Dream -- a game which has been talked about a lot since its technical demo The Casting was released. French developer Quantic Dream entered the gaming stage in 1999 with the Adventure/Action mix Nomad Soul (which was starring David Bowie), following up with Fahrenheit (or Indigo Prophecies, in the US) in 2005. As founder and writer/lead designer David Cage pointed out: "Two thirds of Fahrenheit were about the lives of the protagonists. I thought that in the last third of the game, we had to give the player something spectacular. But afterwards, we realized: The first two, 'boring' parts were actually the better ones, not the supernatural third part." Cage also claimed that most games nowadays are for teens and children, not for adults. "Now, games have grown enough for more complex, more subtle storys." In Heavy Rain, "you do not watch the story, you play, you direct the story. We want you to feel empathy for the characters!" The demo level, Cage pointed out, is not part of the actual story line, which Quantic Dream will try to keep secret until the release of the game. Still, it demonstrates how each of the roughly 60 locations in the game will work, in general. And also that you can influence the action in many ways, without changing the overall story. Cage calls this "Bending Story" in opposition to "branching story": Like a rubber band, the story bends and twists depending on the player's decisions, but it will keep its basic structure. The demo (which was played live by one of Cage's colleagues) started with a menu screen which showed an extreme zoom on the face of the female protagonist. The eyes have been motion-captured (however you achieve that) and looked very realistic, from the thin red arteries to the dilating of the iris to the blinking of the eye and the light effects on them. Still, during the actual demo level, we never came so close to the protagonist, who walked rather stiff and artificial. For the demo's sake, the protagonist is a journalist reporting on a murder case -- several young women have gone missing, some have been killed. On her motorcycle, riding through (sic) heavy rain, she's coming to the house of a suspect, who happens to be a taxidermist (he's turning dead animals into stuffed animals). Throughout the demo level, we did not encounter a loading screen, although the locations are very detailed. Apparently, all data is being prefetched or streamed in the background.
While navigating in Fahrenheit was counter-intuitive, because the movement keys were relative to the location and not to the character (when the viewpoint changed, many gamers pressed the "wrong" button, walking into walls or back to where they came from), it's now centered on the character, who's head also shows into the direction you're beginning to turn him to. The head is also used to target hotspots you can interact with -- e.g. a sofa, a cupboard, a weapon and so on. The interface shows you on the lower right and left corners what choices there are / what actions you can take right now. For example, when you walk to the taxidermist's front door, moving the right analog stick to the right lets you knock at the door, moving it to the left means ringing the door bell. There are up to four possible actions per hotspot, corresponding to the four basic directions. Actions requiring strength (like lifting a barrel) are simulated by pumping on one of the buttons. Others use the motion sensors of the PS3's Dualshock controller, making the player feel as if he's playing a Wii game. In order to hide somewhere, you need to keep several buttons pressed down -- less when you're concealed well, more if the location is difficult to hide in. "Look at my colleague", Cage said when said colleague had to keep pressing four button down, "that's not a comfortable position. We want it to be uncomfortable!" When nobody answered the door, our protagonist walked to the garage door (closed), then to the back of the house where she opened a window and climbed through. She emerged in a realistically rendered house where, as Cage claimed, every door can be opened. Let's switch to the ego perspective in order to make you feel more involved when we recount what we've witnessed. "We" walked around the living room, sitting on the sofa, stopping ourselves from making a fire in the fireplace or turning on the TV. When we moved by a table, we had to press a button very fast -- catching a falling bottle at the last second. After all, when nosing around in a stranger's house, we better be careful. Then, we entered the garage from the inside of the house, but turning the switch of its remote control, we still couldn't open the garage door, because it got stuck after half a meter. At this moment, we noticed a rather large smear of blood on the garage door.
Being the investigative female journalist we are in this demo, we didn't call the police (which would have been possible, as Cage told us), and also didn't grab the chainsaw lying around in the garage, but moved to the second story of the house. Creaking floor boards, a sense of foreboding, a bedroom. A bathroom, with a naked, bloodied body lying in the tub. And finally, a room full of women. Dead women. Stuffed women. We begin to take pictures of the dead women, who sit or lie in not exactly natural poses. At this moment, we hear a car approaching: The taxidermist is coming back. Heavy Rain changes to a split screen now, like Fahrenheit did so many times. In the left third of the screen, we can see the fat, heavy man park the car and enter his house -- we're glad we didn't touch anything and also didn't break the bottle. Had we done so, the taxidermist would be alerted now. But he's not, slowly coming up to the second floor. What shall we do? Hide! But remember, the floor boards are creaking. Slowly, slowly. Hiding behind the bedroom door. The fat man goes into the room with the stuffed girls, saying hello to them. Then back to the living room, to watch a TV show. While dramatic music is playing, we sneak down, right past the murderer's back. As he can see the front door from his sofa, we go into the garage. Pressing the switch, jumping through the partially opened garage door, kickstarting our motorcycle's engines all recquire the right movements with the controller or pressing of buttons. A slight sense of panic, because the murderer has finally noticed there's something wrong. With the demented taxidermist not even close, we escape.
Rewind. Loading a saved game, David Cage leads us to the same scene again. This time, instead of hiding, we try to sneak down and out of the house while the killer's in the stuffed girls room. But we forget about the creaking floor boards, and the taxidermist unsheathes a knife, coming after us. We back away, into the bedroom, and a fight ensues. Fahrenheit had you press four buttons (most of the time, two buttons at once) with good timing in order to get through the action scenes. Now, the actions or movements you need to take are highly contextualized. The effect is that the fighting looks real, but this also means that you constantly need to watch the two lower corners of the screen to learn what you need to do next -- and in a split second. We manage to get away from the killer, run down, but we miss a button press, causing us to fall down, losing time. Now, he's after us, again. There's a small catch-me-if-you-can around the kitchen table, before he kicks the table into us. He's nearly on top of us now, lifting the knife, but once more we escape, backing into a restroom. Again, we need to do a lot of shuffling of the Sixaxis controller, or button hitting. We get wounded, but somehow manage to get into the garage. The fat taxidermist is in hot pursuit, but instead of grabbing the chainsaw to the right, we press the garage opener on the left. We manage to get through, while our pursuer struggles to push his body mass through the opening. This time, we have a hard time starting the motorcycle, but we manage with mere seconds to spare.
As David Cage points out, we could have killed the taxidermist with the chainsaw. We could have found a pistol in a cupboard, and killed him with this. We could have called the police which would have arrived with blazing lights. Then he claims something we would like to see in the game to believe it: "You could have been killed in this scene! Then, this character would have been gone from the game, but the story would have continued". Again, Cage promised 60 scenes in the finished game, each sporting the same level of detail, the same amount of possible actions as the demo level. Alas, the demo level was not about human interaction, which could be the main strength of the game. But the suspense in the first try and the fighting in the second felt very movie-like, very intense. This demonstration gave us a first glimpse at Heavy Rain. But we can't possibly tell you yet whether it will be a truly great game -- or just a good looking action adventure with an adult theme. Hope you enjoyed this sneak preview. There's no supernatural weird stuff this time, Quantic Dream promises. No sitting below a strange fantasy tree in one of the endings. That doesn't mean that you won't meet a bunch of people you'd rather not meet in real life. Emotional misfits. Psychologically challenged characters. And the Origami Killer. "We want to surprise the player in every scene. He will always wonder what comes next.", David Cage concludes. Think about the thriller "Seven" -- that seems to be the direction Heavy Rain is heading.
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Last updated on August 26, 2008 - 12:12
104 points
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I have to say, the story sounds very intense, even while just reading your preview I got slightly nervous. On top of that the graphics look great and believable.
But there is one part of your preview that convinced me not to play Heavy Rain when it comes out: The controls, or rather the combination of the controls with your own reaction time. I do get what they are doing with this, since the controls change from situation to situation you never really feel prepared, so being chased by a murderer creates a real sense of fear and panic. From a storytelling and game-design point of view, that is totally genius and I respect that a lot, but when I get home from work in the evening I can see myself solving a crime with my investigative prowess, but running for my life is definitely not an experience I want to make.
I agree with everything you say. Although I hope that they will apply logic to what they do: For instance, a similar movement or action in a fight always should require the same movement or button press.
For simple actions that you can repeat over and over, I'm sure that's true, but when we look at the hiding feature they showed you, you have to press any number of buttons depending on the type of shadow. So in a lot of situations I assume that you can't just press what you think would be the right button, you have to look at the screen and see what the game wants you to press.
Well, as I was trying to say before, I'm sure Heavy Rain will get great reviews, and rightfully so, but even if I'm fairly alone on this, it might not be the right game for me personally.
I agree with Starkiller. Very good job with your article, Jörg. I was also feeling slightly nervous thanks to the "ego-perspective"-approach that you took while talking about the gameplay that you witnessed at GC. Sounds like a great game is heading for us. I might need a PS3, finally.
I really liked Fahrenheit, and did not know about Nomad Soul, although I thought I knew each released game in these years. I'll try to get a copy on ebay so the time until Heavy Rain is realeased is not that long.
Or maybe play Fahrenheit again? I liked the supernatural ending.
Nomad Soul was fun, although I think that I didn't play through it for some reason.
Nomad Soul was fun indeed, but I recently watched a Video from it again, you really don't wanne see that :-)
I hope that in Heavy Rain you can really change the story or the different encounters on your "journey" a lot. Because in Fahrenheit (although I love it, love it, love it) the whole "you can change everything"-promise still had room for improvement.
It's very laudable that every game of the studio has such a focus on the narrative part. Although I'm too young for playing it ;), I hope they can change the view of the industry about those story based titles. But I worry about the controls.
I don't only worry about the controls but also about the QTEs in
Indigo Prophecy HDHeavy Rain.Aren't those two sides of the same coin? The QTEs are defined by the controls they use, or do you mean something completely different?
I don't like that it will be the same story everytime and you just bend it here and there.
It will be nice experimenting with some scenes but if you realise that the final outcome will be the same again, that would be boring.
Anyways it's PS3 Exclusive so i don't need to think about that.
I could imagine that original wii controls (or even better versions, speaking of future generation of games) would add more to such a game.
i hope they'll release it for PC. Fahrenheit was a brilliant game, but i dont got the money to buy a PS3.
Not any time soon, if ever, I am afraid. Heavy Rain is a strategic title for Sony, and they've lost a certain number of former PlayStation exclusives (GTA 4, Final Fantasy 13 etc.).
You're right. If they'd loose this game too, there would be only Little Big Planet or God of War 3 as reasons to buy a PS3 (expect from the older titles like MGS4). Sony also lost Assassin's Creed as a PS3-only game and then they later got the worst version of the game ;)
What, PS3 exclusively? Grr, didn't get that. Sorry, Sony, I will just hate you, not buy a PS3...
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