Yeah, I’m starting out with a call out to Chocolate Rain. It makes about as much sense as this title does. Which makes sense because it was penned by the same guy who made Omikron: The Nomad Soul and Fahrenheit, two of the stranger action/adventure games to make it onto console systems. The quickest way to describe the game is to imagine Dragon’s Lair mixed with an episode of CSI, with a heavy lean on story, character building, exploration and the dreaded Quick Time Events (QTE).
I’ve been told some of you enjoy QTE. The novelty of it wore off after a few dozen of my precious quarters had been eaten up by Dirk the daring on his pointless adventure of guessing whatever button or direction the designers thought you should push with robotic precision and clairvoyant timing. While it is fun to slam on the X button to rip off a god’s head in God of War, or open a door here or there, the idea of a game told entirely from QTE didn’t appeal to me, but I soldiered on, the brave reviewer I am to find out that Heavy Rain changes a few things around and does the impossible, makes QTE tolerable.
Using a new and therefore confusing and stupid until you get the hang of it control scheme, you are present with various symbols that attempt to reproduce movements and natural thought processes, making the QTE more like a Real Time Event, given that your speed and timing impacts the animation, game play and events on the screen. You don’t just play Simon says with the flashing lights, you read the action and follow through with simple to relate to commands. It’s a real improvement for QTE and hopefully something other developers start using to fill out their boring games with.
Now, that leaves the game as mainly one thing, an interactive movie that you end up having to push buttons or perform commands to keep watching. You can select a very minimal difficulty that reduces the need to master your button locations (heck, I would have liked an option to skip it and just watch the movie) or make it harder if you enjoy failure and button pushing. The rest is controlled by the analog sticks and buttons, slightly pushing them not only changes the speed of the animation, but the reaction of the movement is reflected in the game. Slam a door and wake your sleeping child up, or gently close it and let him sleep.
The intro is however the creepiest most disturbing display of meat puppets performing the best a French soap opera could provide, and takes a good while for you to ignore the poor voice action of the women and children as you oddly interact with them as a loving father and class “A” weirdo. The first scene where you kiss your wife can only be described as creepy as your hollow eyes roll around aimlessly and your lips sort of touch, but never do because nobody knows how to animate things like that realistically. The tutorial sets up simple “butterfly effects” however and shows that even little action, like which child you play with first or how you set the plates can impact the game later on, which is what really sells this title.
The loading screens alone are the stuff of nightmares, with uncomfortably close zoom ins on the character you are about to play, huffing or looking slack jawed as he waits with you for the load screen to end. However, once you make it past the “Uncanny Valley” effect, you start to absorb the four playable characters and become wrapped up in the impressive amount of details, story, character and emotion in this title. I hate QTE and found this game worth playing after I stuck with it for a bit, it’s a fun and interesting story, marred by many, strange, creepy style choices. It’s a great effort and your enjoyment of it relies on your ability to let the world absorb you. Adventure fans, Shenmue fans, anyone that likes point and click or crime novels, mysteries and the like will enjoy this title and should check it out.
Last 5 posts by Brian Jones- Charlie Sheen steps down, America's nightmare is finally over! - February 25th, 2011
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March 17th, 2010
Brian Jones 



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You gotta listen to the sound in the video, BTW
It’s an exciting time for gaming when the emotional impact of movies starts mixing with our interactive fiction. Heavy Rain struck me as a hyped up on acid version of the old “Choose Your Own Adventure” books. When a missed button press resulted in the brutal death for one of my avatars, I found myself in no mood to play again for a week. No film has ever effected me this way. I did my first play-thru without going back and fixing mistakes. I wanted to see how “MY” game would play out instead of the “Correct” version envisioned by the designers. This alone is a big win for David Cage, the game’s director. I appreciate the work he put into making so many options roll into a coherent narrative. He’s clearly learned from his mistakes in the past. Too few developers have that trait. Sure there are plot holes. I give the guy a huge pass based of the entertainment I got out of it. I’ve had more fun tossing a chapter or two at non-gamer friends and getting reactions than any other game I’ve had. BRAVO! More please.
Beating this game was the worst thing I ever did, it really made no sense. I enjoyed the tension, but it really fell apart for me. I hope he keeps making these games and takes more time to wrap up his loose edges. Why the hell would Ethan want to have sex with the ticking time bomb of his child drowning, not to mention his critical wounds and concerns about his status as a homicidal maniac! I could rant about the things wrong with this game for hours, but luckily I did have a good time playing it and it did it’s job of forcing me to beat it, which few games get to do these days.