Heavy Rain Gameplay Explained 56
David Cage, writer and director of Quantic Dream's Heavy Rain, has released a lengthy video of an entire level from the game, along with detailed commentary about how the game works. He demonstrates how to operate the UI, showing how contextual menus let you control actions, dialog, and even your character's thoughts, while also showcasing how the game's investigatory system works and even a few fighting-related quick-time events. 1Up recently spoke with Cage about his time in the games industry, including his previous work on Indigo Prophecy. They also did a Heavy Rain preview of their own, and spoke briefly about post-launch plans. The game is due out next year for the PS3.
Re:ps3 exclusive (Score:5, Insightful)
Isn't it logical to think that they'd make more money did they release the game for multiple platforms?
Yes it does, but what you could ask yourself is: is that profit bigger than the cost of developing for multiple platforms.
And in this case, you know they thought "No, it isn't".
And you can safely consider they know their job at least a little. Being pros at it and all that.
So your conclusion could be: "Damn! It is indeed expensive to develop for multiple platforms!" (to be more expensive than the great benefit of releasing in multiple platforms.)
And your next step in reasoning might be, for example: "Is it an unavoidable cost? Or are the platforms forcing a "fake" difference."
But you have many other, less paranoid, paths.
Re:ps3 exclusive (Score:5, Insightful)
Plus, if you are really trying to push the boundaries, it is much easier to do so on a single platform. Developing for multiple platform generally means taking the least common denominator approach, doing only what you can do on all platforms and pushing the boundaries on none of them.
Space Ace 2009 (Score:2, Insightful)
A whole bunch of times in the video, the narrator is talking about "giving the player the idea that they are in control" when all they are really doing is hitting a button or making a joystick motion when the game asks for it. I remember some other games that were just like this. They came out over 20 years ago. The graphics look great, but honestly, what's the point? This is like watching a movie but having to keep pressing buttons on the remote to "make it" to the next scene.
Re:Space Ace 2009 (Score:5, Insightful)
Maybe it is just me, but cutscenes are the worst part of a game. When the whole game is pretty much cutscenes, I'm turned off. When I'm playing a game, I want to play not watch a movie. Forcing you to participate in the cutscenes by pressing buttons at the right time makes this even worse.
Re:Space Ace 2009 (Score:3, Insightful)
It all depends on how you perceive enjoyment from a game. Personally, if the story is tight and engaging but linear I'll happy sit through almost any number of cutscences they throw at me. The idea of an "interactive movie" isn't an instant turn-off, it just has to be a good movie.
The problem with Heavy Rain and its type, is how to attract the right audience. Adventure fans may be drawn in with a story, no matter how conceptually linear, but they'll hate the twitch controls. But an action gamer is going to find the notion of any kind of 'game' here to be severely lacking.
But if they pull off the kind of dynamic storytelling they're promising then they may have something on their hands...