So "Heavy Rain" came out yesterday, and I got my copy naturally.
I expected something, I had a clear thought as to what I was getting into.
More "Indigo Prophecy," I said.
"Quick Time Event: The Game," I said.
Well I was right.
Mostly.
"Heavy Rain" is very engaging. An adventurous camera aside, I found myself engrossed in otherwise menial tasks at the beginning of the game. Feed myself, do work, be a dad. For an hour I slogged through a painstakingly slow section of the game, getting familiar with the controls and the flow of the game. I drank some orange juice, twice. I checked the clock, and sat watching my kid watch TV. Brought him some cold medicine. It was benign. It was "boring."
But sitting within me was a tremendous fear of every action. I wanted to make sure I did things right. What is right? Right in this case means most favorable outcome. I subconsciously do this every day, but when forced to focus on the life of another person I suddenly worry about every thing. Especially when that interaction is limited to very specific actions. I felt compelled to do specific things. If I worked in the garden, but not on my artwork, would that affect me later in the game? I was tense and ready for anything to happen, any symbol to appear on the screen.
Somehow even the most basic actions became interesting when presented by "Heavy Rain," and this made more complex actions into roller coasters. There was a fight scene I played out, crashing through an apartment. It was ungraceful and ugly. I sat, quite literally, on the edge of my seat during it. My roommates cheered me on, calling for me to "Watch out!" or "Press the button! Press it!" They were just as engaged as me, humor aside, despite not playing the easy to play game.
By presenting the story as a straight shot, with no "lives" and no re-doing certain scenes to do them better, "Heavy Rain" feels pertinent at all times. Even when I was doing the menial actions, I felt like every decision had weight to it. It was exhausting, and addicting. I wanted to start over ten times and try different a combination of actions, different failures. I purposefully put in minor failures into part of the game, worried about characters reactions to certain actions. Example: There's a scene where you have a play fight with your son, with foam swords. I didn't want to soundly thrash him, so I let him get some shots in. But I wondered if that meant I'd get a lower score over all, or was the goal to always win? It was intense.
I can't really knock "Heavy Rain"'s model here. The QTEs work. A little janky, sure. But it works just fine. "Indigo Prophecy" may have missed the mark for me, but so far I get the sense that Quantic Dream has more to say and do with "Heavy Rain." It's really got me interested in where it is going.
Some of my digital art
8 years ago