Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Blizzard opposes Valve Dota name registration
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [8]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Sony Computer Entertainment America LLC
Senior DevSuite Web Administrator
 
Sony Computer Entertainment America LLC
Senior Staff Software Application Engineer
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Gala Networks Europe
augura un buon San
Valentino
 
Gala Networks Europe
herkesin Sevgililer...
 
Gala Networks Europe sort
le grand jeu pour les...
 
Gala Networks Europe
Sends Valentines to All
 
Gala Networks Europe
feiert Valentinstag
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Critical Reception: Sony/Quantic Dream's Heavy Rain
by Danny Cowan [Console/PC]
6 comments
Share on Twitter
Share on Facebook RSS
 
 
February 24, 2010
 
Critical Reception: Sony/Quantic Dream's  Heavy Rain

This week's edition of Critical Reception examines online reaction to Quantic Dream's cinematic adventure title Heavy Rain, which reviews describe as "an engrossing and well-paced mystery." Heavy Rain currently earns a score of 88 out of 100 at Metacritic.com.

Game Informer's Joe Juba scores Heavy Rain at 9.5 out of 10, describing it as an experience that surpasses what players many would expect from a video game.

"Concepts like shooting the bad guys, leveling up your character, and acquiring new items are so pervasive that they have been inextricably woven into most players' definition of what it means to be a video game," Juba writes. "Heavy Rain forces you to reconsider that definition. It is barely a game in the popular sense of the word, but Quantic Dream's masterpiece makes groundbreaking strides in storytelling and character development, demonstrating that interactive entertainment still has a deep well of untapped potential."

Juba finds Heavy Rain's branching narrative to be its greatest asset. "Heavy Rain is a game about choice – but not the kind of black-and-white moral decisions upon which games typically rely," he says. "How the plot and characters develop is up to you. Fight or flee? Surrender or suffer? Kill or be killed? Your decisions aren't just brief forks in the road before the paths re-converge. Two players could follow unique arcs through the story, see different characters live and die, and come away with an entirely different idea of what happened and why."

Juba assures that the game's quick time event-driven control scheme works well in the context of Heavy Rain's gameplay. "Simply pressing a button may not sound compelling at first," he admits, "but when your character's finger in on the trigger, or when a child's life rests in your hands, that single motion is just as intense as any boss fight. When you can read the conflict and pain right on the characters' expressions (thanks to the game's amazing facial models), the choices are even more powerful."

"Taking the right lessons away from its previous title, Indigo Prophecy, developer Quantic Dream has shorn away most traditional video game trappings from Heavy Rain," Juba notes in conclusion. "What remains is an innovative journey through an engrossing and well-paced mystery."

David Ellis at 1UP.com gives Heavy Rain an A-. "Heavy Rain will most likely not make you cry," he says. "It does, however, provide one of the most emotional experiences I've ever had playing a videogame."

"Heavy Rain focuses on four protagonists as they fight to track down and capture a serial murderer known as the Origami Killer," Ellis explains. "But what stands out from this simple premise is the unapologetically adult story. I don't mean adult in the sense of gratuitous sex and violence or even in the game's mature rating. Rather, it's adult in the way that it doesn't talk down to its audience. Heavy Rain encourages you to empathize with its characters, and in so doing allows you to experience a more satisfying and genuine role-playing game than what we typically consider an RPG."

Heavy Rain's control scheme has its weaknesses, however. "You interact with the world through a non-traditional control scheme: Holding down R2 lets you walk around the environments and the left analog stick changes directions," Ellis writes. "At best, this process is cumbersome and by far the weakest part of the experience. It's never out and out bad, but I was never completely comfortable doing it either."

"The other part of the control scheme lies in your interaction with the environment," Ellis continues. "This is accomplished by following on-screen prompts to press face buttons, performing motions with the Right analog stick, and sometimes using Sixaxis control movements. Again, it might seem clunky on paper, but it's elegant in execution."

"At the end of my first playthrough I was left utterly satisfied with the conclusion of the story and wanting more titles of this caliber," Ellis writes. "Heavy Rain may not appeal to every twitch-shooter fan out there, but if you believe games can evolve beyond Pac-Man and Mario then I suggest supporting the amazing work Quantic Dream has done."

Edge Online rates Heavy Rain at 7 out of 10. "Scene to scene, few games match Heavy Rain's compulsive pull," the review praises. "A boy is abducted; his father must pass fiendishly engineered trials to save him. Being propelled through these challenges taps into the same gruesome curiosity that has powered six Saw films to date. What will be asked of him next? Will he ever catch up with his tormentor? Is he really going to do that with those pliers?"

"As a thriller, Heavy Rain thrives on jarring uncertainty. Context-sensitive controls tap into similarly playful unknowns," Edge explains. "Bar one trigger, the controls are free to be what they want. They can toss a boomerang, rock a baby or stove in heads with a wide selection of electrical appliances. Heavy Rain is a point-and-click adventure with a massive verb sheet; new actions are as much a twist as the narrative reveals they prompt."

The gesture-based controls aren't perfect, however. "The controls don't always make sense," Edge notes. "Vigorously flailing the Sixaxis to bully an onscreen figure into brushing his teeth is far from simulation. And why, on a control pad with perfectly squishy triggers, are gunshots meted out with a prod of a stunted shoulder button?"

The lack of consequence for player failure also hurts the experience. "It appears that the Grim Reaper is in a lenient mood," Edge remarks. "Deliberately tempt fate, refuse to follow the cues, and the QTEs often play out to non-fatal conclusions. The general skeleton of the story cannot truly be changed, cheapening every event in the process. Whether or not the Origami Killer is apprehended, his fiendishness is neutered from the outset – Cage is unwilling to force the consequences of failure on to the player."

"Scene by scene, Heavy Rain proves itself a worthy advocate, ripe with potential and mystery," Edge concludes. "The decisions are not easy, and the consequences often unsatisfying. But watching them unfold? Quite unlike anything else."
 
   
 
Comments

Robert Gill
profile image
I thought the game was brilliant. The only thing I wish was changed, as mentioned above, is the control scheme. You get used to it, but it could've been better. Indigo Prophecy had the same issue (Amazing game for those that haven't played it).

It will be interesting to see how well the game sells.

Francis Page
profile image
This is interesting to see the difference between the metacritic score and the user score. 87% against 5.1/10 (with 255 votes) at the time I'm writing.

Tom Newman
profile image
Normally I scoff at a story driven game with QTEs, but the reviews intrigue me as a game design enthusiast. I may be stopping off on my way home to pick this up.

Dave Girard
profile image
[quote]87% against 5.1/10 (with 255 votes) at the time I'm writing. [/quote]

look at any PS3 exclusive and the user reviews are all trolls.

Bob dillan
profile image
This game is full of fail, we don't need movies in games please. I hate this choose your own adventure bullshit, I want a game not a conversation move scene simulation.

Christopher Wragg
profile image
@Bob
I guess you don't like the myst games....or indigo prophecy, or hell, monkey island.

They're not movie games, they're adventure games, they've been around for a while, and aren't going anywhere because people like them. If anything this game has a bit more freedom as far as choice is concerned than old school classics like monkey island (which ultimately just want one set of options to proceed).

I also appreciate the way, if you make a mistake the game will carry on, but there's no backtracking without starting the game afresh, adds a whole different level of tension to the game, that things without penalty (most modern games), just can't capture.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.