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Heavy Rain

post #1 of 375
Thread Starter 
post #2 of 375
Gee more Quick Time Event gameplay. This looks like Indigo Prophecy: The next Generation. And that's not a good thing in my book.
post #3 of 375
Hmm. Just getting a big white square, no movie.
post #4 of 375
Thread Starter 
Really? What browser are you using? Sure it's not just taking a bit to load? I got the white square a second before the video loaded up.

mastronikolas- you crazy. Everyone needs more Indigo Prophecy. And before the haters chime in, fuck you- you know that game is great, twist or not.

I'll be the first to admit that I'd be happy if this story didn't get as crazy and silly as that one, though.
post #5 of 375
Came up instantly that time.

EDIT: Looks good to me. I don't know why so many gamers brag about their skills in twitch-based games, then complain about QTEs. I like QTEs, they give a game engine a chance to really shine and provide cinematic moments you couldn't get otherwise.

And I loved Indigo Prophecy.
post #6 of 375
Video works fine for me.

My problem is, the QT events were the worst aspect of Farenheit. The first two thirds - were some of the best i've experienced in a modern adventure game - and thankfully the shitty QT events stopped me from experiencing the final third. Almost.

It's been said on one particular site I frequent for PS3 news that the problem is that people are hyping the graphics. It doesn't look flawless or photoreal, it never will, so people should stop hyping it for that, for fear of disappointment - and worse still there's every possibility this game will completely disengage the person playing it and QT events are only engaging the first time you have to accomplish them.

Even then, they're fucking awful.

But those first two thirds of Farenheit earned them the right to annoy the shit out of me with further QTs and take my money while I cry over my bleeding and broken fingers.
post #7 of 375
That looks like the craziest episode of L&O: SVU I've ever seen.

I am looking forward to trying out the demo.
post #8 of 375
The visuals look amazing. Just amazing. Could the Xbox handle those graphics?

Is the game all QTE? or is there different styles of gameplay?
post #9 of 375
There's GOTTA be more to it than QTEs, I'd imagine. Unless this is the 21st century version of Dragon's Lair.
post #10 of 375
I wouldn't be surprised if what we saw was merely the equivilant of one of Farenheit's cutscenes. The actual game itself is almost certainly going to involve roaming about - unless the QT's themselves branch off depending on your reaction. Which it doesn't look like it'll be doing according to that video...
post #11 of 375
Thread Starter 
It's all actual gameplay. That's you walking through the house and looking at things. The QTE events are obvious- trying to escape the knife-wielding fat man.
post #12 of 375
I like how the QTE buttons are shown on the items you can use. This game will rock. And I loved Indigo, warts and all.
post #13 of 375
Quote:
Originally Posted by Rob View Post
I like how the QTE buttons are shown on the items you can use. This game will rock. And I loved Indigo, warts and all.
Agreed. And since the QTE buttons are on the items, it might add some replay value beyond simply hitting the same buttons every time you play.
post #14 of 375
As much as I loved Fahrenheit (Indigo Prophecy) pretty graphics and interactive cutscenes don't seem all that fun. Still I suppose it'd be nice to have another decent game on the PS3.
post #15 of 375
The game looks great so far. I loved Indigo Prophecy despite its twist, so this certainly interests me.
post #16 of 375
Quote:
Originally Posted by mastronikolas View Post
Gee more Quick Time Event gameplay. This looks like Indigo Prophecy: The next Generation. And that's not a good thing in my book.
Watch the trailer again. Notice how as she moves around the table different icons appear at different times.. Now I don't know if the player is controlling the character at this point, what it does indicate though is that there are multiple ways of going through that QTE. In other words, the player is more in control of how the events play out. For example, if she had pressed the square when it was over the bottle I imagine she would have thrown the bottle, but she didn't. Instead she pressed another button that flipped over the table. Each time events would have played out differently.

That is FAR different than what we saw in Indigo Prophecy where you had to press a bunch of buttons to get through a set scripted sequence. Here the player is more in control of how the sequence plays out.
post #17 of 375
Joystiq has a preview up of it, and it talks about how there are different branching outcomes depending on how you handle different situations.

Some of what is said below could be considered spoilers for a part of the game (but is pretty interesting) to read:

Quote:
Originally Posted by Joystiq
Once inside the house, we see a very intricately designed and detailed environment. The room really looks lived-in and, thanks to the stuffed animals everywhere (and we're not talking plush toys, here), incredibly creepy. Walking around, a quick time event is triggered. A bottle is almost knocked off a table as our protagonist brushes past, but with good enough reflexes, you can catch it and put it back. QTEs will be common in Heavy Rain, but the emphasis is being squarely placed on living with the consequences of your actions. If you miss catching the bottle, you're not guaranteed to die, but it might get noticed by someone later on.
Quote:
Originally Posted by Joystiq
After these two discoveries, the taxidermist arrives home. It's time to get out of there without being seen. The screen splits, showing us what he's doing. The music rides up and the atmosphere is, again, incredibly tense. Making a way quietly through the house and nudging doors open, we creep past into the garage and out onto a motorbike. Oh, and do pay attention to what the protagonist says. When she mentions that there's a creaking floorboard, make sure you avoid it when trying to sneak out of a serial killer's house. Just sayin'.

Of course, this whole scenario can go a little bit more awry. We saw a second playthrough, with the stealthy exit at the end replaced by cowering in a cupboard. When discovered by the killer, the action becomes more fast paced. Everything happens in real-time, so you can still look around you, even while wrestling on a bed. Objects of interest will cause a face-button symbol to appear, allowing you to interact. This can result in anything from dodging the taxidermist's knife lunges, or picking up a nearby lamp and smashing it over his head.
From the same article, on the gameplay:

Quote:
Originally Posted by Joystiq
Fans of Indigo Prophecy will recognize the basic gameplay mechanics right away. Potential actions pop up in the bottom right hand corner when you're able to interact with something. These actions are usually performed with the right analogue stick, though some also rely on the SIXAXIS motion controls. Your character will automatically look at items that are interesting, akin to Grim Fandango and Escape from Monkey Island, and movement is mapped to the right trigger (walking forward) and the left analogue stick (looking).

Dialogue has also changed since Indigo Prophecy, with SIXAXIS controls being used to choose between options whilst talking. Again, this may sound a little odd, but it means that you can layer your actions over each other. By this point in the demo, our rain-soaked character had walked to the front door of the creepy taxidermist's house. Since speaking is all in-game, with no switching to cutscenes, you can utilize both the SIXAXIS controls and the right analogue stick it to ring the doorbell and yell, "Hello?" at the same time.
post #18 of 375
Quote:
Originally Posted by Alex Riviello View Post
Are you thinking of joining the PS3 crew now Alex?

Game looks nice in motion. I didn't know that this was from the same guys who did Indigo so my interest for this game just went up.
post #19 of 375
Indigo Prophecy was one of the best purchases I ever made on Live, so I am pretty pumped for this game.
post #20 of 375
Quote:
Originally Posted by woodsy View Post
Indigo Prophecy was one of the best purchases I ever made on Live, so I am pretty pumped for this game.
I feel the same way. Sure, it got a bit wacky toward the end, but I love that game!

Heavy Rain is my most anticipated Sony exclusive next year.

The use of QTEs does not concern me at all. However, the innovative control control scheme does freak me out abit - just sounds very, very different. That said, I'll give Cage benefit of the doubt!

I love gripping, deeply personal and intense stories. That potential has me very excited.
post #21 of 375
If anyone cares, I've been referring to this game as Chubby Rain.
post #22 of 375
Thread Starter 
Quote:
Originally Posted by David L. C. View Post
Are you thinking of joining the PS3 crew now Alex?

Game looks nice in motion. I didn't know that this was from the same guys who did Indigo so my interest for this game just went up.
I've got nothing against the PS3, I'm just broke as fuck and Sony doesn't want to give me one so I can cover it more!

I'm going to go back to play Indigo Prophecy again. Never did get the good ending (knew I shouldn't have walked away when that kid fell into the lake... damn you, autosave.)

And Omikron was incredibly ambitious, even if it didn't work the whole time. Really strange to go watch Bowie perform in a game.
post #23 of 375
Man I used to love Omnikron back on the Dreamcast, nothing like David Bowie harassing you to possess some dude whilst you're in a poorly rendered strip club.
post #24 of 375
Quote:
Originally Posted by Scott View Post
If anyone cares, I've been referring to this game as Chubby Rain.
Hehe, you and me both. At this point, both Steve Martin and Eddie Murphy would probably happily take a paycheck to appear in this.
post #25 of 375
After watching it again, you're right. fuck - it's branching.

I think my only issue with this could be that it'll mean the pace is constant, unrelenting.
post #26 of 375
Quote:
Originally Posted by Bees?! View Post
After watching it again, you're right. fuck - it's branching.

I think my only issue with this could be that it'll mean the pace is constant, unrelenting.
Indigo prophecy had pretty good pacing; some of my funnest moments with it was when it was lighthearted....hopefully, that'll remain true with Heavy Rain
post #27 of 375
Oh boy, that trailer is great. I was one of the guys who loved Indigo Prophecy even when it did get stupid at the end. I really like that the QTE options are blended better into the scene rather than a giant triangle popping up in the middle of the screen.
post #28 of 375
Quote:
Originally Posted by Alex Riviello View Post
I've got nothing against the PS3, I'm just broke as fuck and Sony doesn't want to give me one so I can cover it more!

I'm going to go back to play Indigo Prophecy again. Never did get the good ending (knew I shouldn't have walked away when that kid fell into the lake... damn you, autosave.)

And Omikron was incredibly ambitious, even if it didn't work the whole time. Really strange to go watch Bowie perform in a game.
Ditto here Alex...although if i get that job position I got interviewed for last friday, I know what I will start saving money up for! (A PS3 and Heavy Rain, of course).
Also, Am I the only one whose utter amazed by how much the facial animation seems to have advance from their first tech demo? Seriously, the whole thing looks almost good enough to challenge the "Uncanny Valley" issue, at least in my opinion.

EDIT: http://www.gametrailers.com/player/39066.html there, an interview with the developers at GT.com.
post #29 of 375
I think the eyes look amazing. It's the mouth that looks weird. Guess that's the next tech hurdle! As for the game itself, I enjoyed Indigo Prophecy until the bullshit ending bullshit. I like the idea of an adventureish game where being quick and not just calmly clicking stuff is important.
post #30 of 375
Eurogamer has some more info on Heavy Rain with a preview and some numbers.

An interesting quote from the preview:

Quote:
We ask about the way in which Cage goes about weaving story and gameplay together, speculating that just as developers who allow gameplay to dictate the scenario are often forced to concede to cut-scenes - something Cage promises only to do as a last resort - he may be forced to concede to repetition if he's to map his game to the story he wants to tell. "I'm not starting with the story and trying to fit gameplay in," he insists, becoming animated, "because that would fail the same way. What I try to do is to think about the story and the gameplay together. At the moment that I have an idea for a scene, I try to think about the potential for gameplay in this scene. Or when I think I think about a nice gameplay mechanic, what's the potential for the story? I wrote many scenes that were deleted because they had a good idea for gameplay but not for story, or a good idea for story but not for gameplay. I need to have good ideas for both in every single scene."
Quote:
"When the game was released, you guys wrote that the most interesting part was probably the first two-thirds where we were just following normal people in normal life, and we were just with them. Working on Heavy Rain, we just decided [the ending] is not a mistake we should do again. We can tell a real story about real people in real life, and we can make it as interesting as anything else."
And the stats:

Quote:
The script
  • 2,000 pages long
  • 60 scenes, each about 15-20 minutes long, most, but not all of which you see on any play-through
  • 40,000 words of non-linear dialogue
  • Based on 6,000 pages of notes and references
  • 15 months in development

The art design
  • Two weeks scouting for locations on the East Coast of the USA
  • 15 months of design by ten people
  • Photos, topographical gameplay maps, sketches of every item, paintings of every scene

The outsourcing to Asia
  • Over 100 people involved outside Quantic Dream
  • 480 man-months of work
  • Based on an "outsourcing bible" and "level architect blueprints"

The motion capture
  • All done on-site at Quantic Dream in Paris
  • 170 days of shooting across nine months
  • Over 70 actors and stuntmen involved
  • Casting sessions in Paris and London
  • 30,000 unique animations recorded
Anyway, I'm excited to see more of this game but it'll be a long wait until Fall/Winter '09 before it's released.
post #31 of 375
Other than God of War 3, this is the game I'm most looking forward to on my new PS3. Even though Indigo Prophecy's entire last act left a seriously bad taste in my mouth.
post #32 of 375
Even the guy who directed the game acknowledged the last act was terrible.
post #33 of 375
Quote:
Originally Posted by Bees?! View Post
Even the guy who directed the game acknowledged the last act was terrible.
If you had told me two hours into Indigo Prophecy that I would literally be dropping my controller in disgust and giving up on the game, I would have called you crazy. It went from awesome to complete suck in what seemed like ten minutes.
post #34 of 375
I totally agree. There's literally a point in the apartment where the game seems to change writers and direction in the blink of an eye.

But I can't ignore how good the first half was.
post #35 of 375
I almost bought Indigo Prophecy on XBox Classics the other day, and then I remembered how incredibly pissed off I got halfway through and ended up buying Black.

Hooboy.
post #36 of 375
Thread Starter 
Someone quick, whip out a "He chose... poorly." gif!
post #37 of 375
Game Videos has a new video, looks interesting. Non-stop QTE it would seem.

And G4 has a hands-on, it appears they concur.
post #38 of 375
I was so excited. Now....I'm not.
post #39 of 375
MCP article. Looks so, so awful.
post #40 of 375
I think it could be interesting if there is actually significant branching that really makes each play through unique. I haven't really played a QTE heavy game in a while so maybe I'll be able to deal with it.

I'm really more worried about the other controls, the description sounds kind of ridiculous.
post #41 of 375
Have we seen the "other controls" yet? There's been mention of a trigger-based control scheme, but I don't think we've seen it in any videos yet.

I'm basically praying for this to be as hilariously bad as I think it will be.
post #42 of 375
Quote:
Originally Posted by Trevor
I'm basically praying for this to be as hilariously bad as I think it will be.
The invokation of Night Trap made that point pretty well.
post #43 of 375
Thread Starter 
Quote:
Originally Posted by Trevor View Post
MCP article. Looks so, so awful.
Nigga is you crazy?
post #44 of 375
You... you think it looks good?
post #45 of 375
Thread Starter 
Absolutely. Besides, they're only showing off a couple of sections here, and of course they're not going to show off the regular gameplay- the walking around, investigating sections. It's not as visually interesting as the cinemas.

Just because you have a vendetta against QTE's doesn't mean that they're not fun when done right, and I love the way they're implemented here. Dynamic ones that move around, that relate to the motions and actions happening. And I don't know why you wouldn't expect QTEs after Indigo Prophecy.
post #46 of 375
Quote:
Originally Posted by Trevor View Post
MCP article. Looks so, so awful.
I don't know. if you watch the GTTV stuff, you can clearly see large parts of the game are not QTE, but Fahrenheit/Indigo Prophecy style "look for the clue, have a conversation" style gameplay. I guess the amount of that versus the amount of QTE will be the dealbreaker. However, what is obvious from the GTTV interviews is that the game is nowhere near finished. I was kind of thinking it would make an appearance on the PS3 at the end of the year, but now it looks more like end of 2010. ouch. Also, the whole "using the R1 button to walk" thing sounds just like Fahrenheit. It had that whole tutorial thing at the start to make you understand the complicated controls, which I'm guessing we'll be getting here too. Hmm, maybe Badalamenti will do the score for this one as well.

I don't know, I'm not happy about the massive amount of QTEs (or indeed, the shitty dialogue shown in most of the footage), but I'm still interested. At least the producer confirmed they are really pushing the M rating. Now let's hope the story is actually good even if the dialogue on display here is, uh, not so great.
post #47 of 375
The actual rendering of that investigator was really horrible. I appreciate this thing's in development but I saw no sign of this emotion that was in the early pre-viz video that hit the net to demonstrate the technology.

I was under the impression the QTEs had multiple choices on button presses, making it in part, like one of those "go to page 104 if you do X" novels - making it more interactive instead of simply just reactive.

I fucking hate QTEs. I fucking loved Farenheit, even with the horrible second half, there's no way they've made a game filled with QTEs - in fact, i'm pretty sure the Farenheit trailers themselves were mostly filled with just the QTEs and cinematics, because they look more action-packed than simply walking around exploring.

My expectations are no less than when we saw that odd video of the girl breaking into the house - this is going to be unique.
post #48 of 375
Quote:
Originally Posted by Alex Riviello View Post
Absolutely. Besides, they're only showing off a couple of sections here, and of course they're not going to show off the regular gameplay- the walking around, investigating sections. It's not as visually interesting as the cinemas.

Just because you have a vendetta against QTE's doesn't mean that they're not fun when done right, and I love the way they're implemented here. Dynamic ones that move around, that relate to the motions and actions happening. And I don't know why you wouldn't expect QTEs after Indigo Prophecy.
Haha impressive - my thoughts exactly.
post #49 of 375
You're certainly right about me having a vendetta about QTEs, but it's not like that vendetta comes out of left field. QTEs are - to me, at least - the single laziest gameplay widget ever devised. I won't rehash old arguments (unless pressed to do so), but this looks like a flu dump. I could barely make it through the footage without muttering swears.
post #50 of 375
Making things worse - the "detective visiting the chop shop" scene is nearly unbearable. Maybe it's poking fun at noir tropes, but I seriously doubt it's that smart. An awful noir movie set to QTEs - way to merge two of my worst nightmares, fellas!
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