
A game created by Quantic Dream, Heavy Rain brings storytelling to a new level, by casting aside the traditional norms in found in video games. They featured a unique control scheme and great detail on the visuals that will make any story driven gamer to be immersed on the mystery of the origami killer. This is my first impression Heavy Rain as I played its PS3 demo. My reaction after the break.
Deep dark story
If I were to compare Heavy rain to a particular genre, it would have to be a galge. Instead of putting erotic situations, replace it with a mystery thriller story and replace the still frame images into an interactive virtual TV series. Where the players decide on the stories premise. Choices made in the game will reflect on the stories direction and its impeding conclusion. Despite its linear nature, being that it’s a what-if cause and effect game, players (doing different things in the demo) may want to play the game all over again to see the different situation and scenarios that may be possible. In order to provide a better grasp of the story and may perhaps alter the fate of the characters pending demise.
Heavy Rain is about finding the origami killer which kills its victims by drowning and leaving an origami on the victim’s hand. We are given four characters, aimed to find the origami killer, with different motives and stories that surrounds them to their interest with the killer.
Quick Time gameplay
Unlike traditional adventure games, Heavy Rain gives the player limited control on the characters. Unlike open world games like GTA, Assassins Creed, or Fallout. The primary intention of the game is to focus on the story and the lives of the characters. This way, the player will be lifted of the duties of skill building, side quest, and other extras that may or may disdain gamers who simply want to enjoy the story. Thus, gives the player the continuous drive from start to finish, immersing themselves with the fulfillment of their choices made in the game.
Most of the controls given in the game are quick-time driven. Players are instructed to press or do specific controller actions to manipulate or interact with the objects. Or select their thoughts in certain situations when the game instructs it to. From simple opening doors, to inhaling your asthma medicine. Choices made in the game will reflect on the overall story. The menu system is blended on your environment to provide a non-intrusive experience. This make certain situations in the game hard to control. Sometimes you are in a battle of keeping up with the events, yet having the attention of having to press a button when the least expected. This may end up on moments where you shouldn’t have resulted to. My first play through took some time keeping up with the controls. As I notice, the controls are not random, but regardless, the timing needs to be right to press the buttons. I also have difficulty getting used with the walking mechanics in the game. I would preferred that they stick to just using the left analog stick to move the characters, instead of having the analog stick to just to move the persons direction and pressing R2 to walk. Running doesn’t seem to be a problem; because the point distance in the game is simply short, having a Run may provide possibilities of frustration, since players may miss certain events in the game. Also, this is the only current game that I find still using the six axis controller in PS3.
Visual Sophistication
Having this as a PS3 exclusive, developers are heavily focused on the graphical capabilities of the ps3 without having to worry about porting the game on other consoles with a different set of neither similar instructions nor features that may overall impact the games aesthetic output requiring the final product to be identical from one another. The visuals on this game is definitely been put attention. They implemented a sophisticated engine with a primary purpose of delivering the realism and impact of the situation presented from the players to the characters. From the well detailed facial expressions, to the overall atmosphere of a dark, pale, and gloomy world. Despite its sophistication, there are some instances of the demo that still seems doll like. One particular scenario presented in the demo is with the private detective Scott Shelby and Lauren Winter. Although the writing was on par with the voice. The expressions on the characters are sometimes dull for me. I may be mistaken, or is it because it’s a demo and they cannot reveal key plot points in the story, which will definitely spoil the game.
Overall
The game is very interesting. Despite my complaints on the controls, the overall presentation on the demo made me love this game, than all the previews I have watched. The visual was indeed superior in level on the games I have played, but still nothing that separates it from other limitations brought by the consoles. Something I got used to but hoping to change in succeeding releases on the PS3 or any other consoles. Quantic Dreams risk on delivering a unique game exclusively on the PS3 may well consider as a gamble that much narrowed down to a lower scope of audience, that may or may not appreciate the effort and dedication they had brought. But as a person interested in these types of games, I’ll definitely buy this game on the launch date, and willing to give my full $60 on this game. I’ll write another impression, when its release by the end of Febuary.
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