Heavy Rain

  • Thread starter Thread starter Earth
  • 157 comments
  • 14,338 views
Messages
8,049
Messages
GTP_Royalton
126915.jpg

126917.jpg

1037314.jpg

1037311.jpg

1037315.jpg


http://spilzonen.dk/x/news/21374/
 
This is exactly why the PS3 will be the dominant console this generation. No pieces of white plastic, no mini games, just beautiful games to play.
 
So uh what is it? Graphic mean nothing unless there is a decent story behind it. All I see there is driving around in the rain and a guy with a knife. The link doesn't work but it would appear that it would be in Danish anyways.
 
This is exactly why the PS3 will be the dominant console this generation. No pieces of white plastic, no mini games, just beautiful games to play.

this is only begining. We will see more for sure. Naughty Dog say that they did only use %30 of ps3 power for making Uncharted.

and Heavy Rain will be a superb game like Fahrenheit 👍
 
You just talk without any prior knowledge. You know nothing about Heavy Rain, nor it's developers, nor Indigo Prophecy (or Fahrenheit as I think it was called in the UK).

You jump the gun and say it's just a pretty package, then you call it "pre-rendered".

This engine was shown at E3 2006 in real time, here's the video:

http://www.youtube.com/watch?v=LCClcsD3GcU

It's just astonishing how many off base assumptions you randomly make without having any prior knowledge of what you're talking about. At all.
 
Hence why I say I would wager a guess, not it is 100% rendered. Please learn to read before shooting your mouth off. You are nothing more than a troll.
 
Can you guys just put each other on ignore and get this over with, please?

I'll even make it easy for you.

Joey, click here.

Jeremy, your turn.
 
Yes, I'm a troll, and yet you spend the majority of your time in PS3 threads telling us how much you don't like it, or how games are "pre-rendered".

Right. I'm the troll, because I correct you for making baseless assumptions constantly in PS3 threads. The only thing you've EVER done in PS3 threads is talk about how much you don't like the games, how much Sony's customer service sucks, or ask for help. I honestly can't think of a time I've ever seen you talk positively about it, at all. Not surprising though.
 
Back on topic:

So, we still don't have too much on the story or gameplay yet? From Wiki it seems that the most we know is that it is not a sequel to Fahrenheit, the controls will be different, but very important to the game, and it is a Noire style story, without supernatural elements.

Judging by the subtitle I've seen tossed around, The Origami Killer, I would assume it is a murder mystery? Perhaps the important controls have to do with making or using clues left in origami designs?

It seems interesting but so far we only have graphics confirmed and a game can be made or broken by story and gameplay, something we know very little about. First person, third person? Motion controls? Puzzle elements?



All that said, I see one glaring problem with these screenshots: They are all brown. OK, I get it is likely taking place during a big thunderstorm, hence Heavy Rain, but why is the interior picture even brown? Did UPS get some brown usage rule passed in this generation of games? Someone please take off the poo filter and show me some color. The tech demo made good use of bright colors.

It just seems like that unless a game is intended to be cartoonish they refuse to use colors.

Anyway, the graphical quality looks incredible (still uncanny valley though), but I want to see how it looks when well lit.
 
I disagree about the colors, strongly. You can tell that the outdoors screen shots are from a rainy day, and judging by the tree's, it's late fall, so there is likely to be little green around.

Also, the interior of that house is brown because, from the looks of things, it's old and abandoned / condemned. I think the windows are boarded up for a reason ;)

That said, questioning gameplay and story is rather silly, given their efforts with Indigo Prophecy and how well that game turned out (except the story faltered through the second half).
 
I disagree about the colors, strongly. You can tell that the outdoors screen shots are from a rainy day, and judging by the tree's, it's late fall, so there is likely to be little green around.
I get that. But geez, even the woman's coat is brown. I can see that they can do colors from the lights on the bike/cars. I'm just saying that these screens aren't showing much color and it makes me nervous considering the recent trend in a lot of games.

Also, the interior of that house is brown because, from the looks of things, it's old and abandoned / condemned. I think the windows are boarded up for a reason ;)
Yep, I get that. Again, I'm not saying it won't have color, but so far this doesn't show any. I will give the interior shot a pass on the dark look because I think it is a contrast thing due to the amount of light shining in from the window.

I think that if they want to show something to really stand out they should have gone with something that has a different color pallet.

That said, questioning gameplay and story is rather silly, given their efforts with Indigo Prophecy and how well that game turned out (except the story faltered through the second half).
You can judge nothing on previous creations. Twisted Metal 3 and 4, The last 20 Tomb Raider games, Halo 2, Crash Bandicoot after 2 (maybe 3), Mario Sunshine, Paper Mario, I could keep going, are examples of games where I liked the earlier games but found them to be somewhat disappointing down the line.

And I feel that gameplay will be a definite question mark as there has been talk about a completely new thing.

From IGN - http://ps3.ign.com/articles/711/711613p3.html
Cage: We want to continue to explore new possibilities regarding interface and interaction. We experiment different solutions to make interface an important component for immersion rather than just a remote control.

If you hand me something and tell me it is new and innovative it can go wrong. Or it can be incredible.

I'm not trying to criticize, but as everything is still very vague at the moment I ado have questions with regards to the things that make and break games for me. And as I never played Indigo Prophecy (so sue me) I don't have a basis to go one.


I also want to go back to something you said:
I think the windows are boarded up for a reason ;)
Do you know something that I don't? I hope you mean boarded up because it is abandoned and not because they are keeping something out. I actually got hopeful at the idea of a story revolving around realistic dramatic elements, that wasn't as boring as the Law & Order/CSI games.


EDIT: Looking at it again. Why aren't all the windows boarded up? Whether it is condemned or part of the story it seems odd to have a boarded window on the right but we can clearly see two sets that even have nice curtains. Odd.
 
Last edited:
Her coat is brown on your monitor? I'm seeing purple, with red, yellow, and orange designs.
Purplish brown. Looks like a dyed brown leather coat.

But my work monitor is not known for great quality images either.
 
Think of Heavy Rain as an interactive movie, where you make the choices, and they actually DO have an impact on the story.

If you have a BC PS3 or a PS2, and you don't mind aged visuals, pick up Indigo Prophecy (or rent it). The first half of the game is mind blowing, ground breaking presentation.
 
360 Troll here... uh, what exactly is this game?

You play a woman who drives all over town to find her stolen raincoat. In the pics above, you see her meet one of the guys who stole it. Since you play as a woman, you nag or cry to try to get your stolen raincoat back. Fatty, with the rib-tickler, gave it away since he can't fit into it. He sold it to the Gordon's fisherman requiring you to sail the high-seas to track down your stolen raincoat.

Just a guess, so don't hold me to it.
 
You play a woman who drives all over town to find her stolen raincoat. In the pics above, you see her meet one of the guys who stole it. Since you play as a woman, you nag or cry to try to get your stolen raincoat back. Fatty, with the rib-tickler, gave it away since he can't fit into it. He sold it to the Gordon's fisherman requiring you to sail the high-seas to track down your stolen raincoat.

Just a guess, so don't hold me to it.


:lol::lol::lol:
 
You play a woman who drives all over town to find her stolen raincoat. In the pics above, you see her meet one of the guys who stole it. Since you play as a woman, you nag or cry to try to get your stolen raincoat back. Fatty, with the rib-tickler, gave it away since he can't fit into it. He sold it to the Gordon's fisherman requiring you to sail the high-seas to track down your stolen raincoat.

Just a guess, so don't hold me to it.
And at the end of it all it turns out that her clone twin has it and is attempting to use it overthrow a huge global conspiracy.
 
Soon to come movie starring Jean-Claude Van Damme as The Trench coat Twins.
 
Shhpooky!.... I see the gameplay is rhythm based so in essence your playing through a cutscene most of the time pressing the right buttons at the right time not to get slashed... looks very promising!

Robin
 
Behind closed doors, writer and director David Cage gave us an overview of what to expect for Heavy Rain. When Quantic Dream originally showed "The Casting," it was meant to be an internal technical demo that would explore the possibility of re-creating a virtual actress with the emotional dimensions that only a real actress could portray. Like Indigo Prophecy, rather than being in a genre that has already been defined, Heavy Rain is a different sort of adventure, one in which you control the story with your actions. Cage describes it as an emotional experience with mature themes in which action and narration work closely together. You aren't just the actor but also the writer and the director. The goal is to have you genuinely care about what happens to the characters by immersing you with a technique called bending stories. Cage explained that, although storytelling is linear, interactivity isn't, so his solution is to create a story that is analogous to a rubber band, a situation in which you can stretch and deform the narrative but the backbone of the story will always be there and won't change. The way the story is told will change, with invisible boundaries so that you feel that everything is in your control.

Before the demo began, we had a good look at the menu screen. The menu zoomed in on the eyes of a woman who resembled Mary Smith from "The Casting" demo. She filled the screen with her eyes as she glanced furtively left and right. It was a bit unsettling and rather hypnotic, but the detail was exquisite because the eyes looked so real. Cage explained that they created a technology to motion-capture the micromovement on the eyes of a real actress. The details on the skin and the shadows were also impressive because we saw the blemishes and inconsistencies of the skin, not an airbrushed close-up of an actress who no longer has pores. The graphics have improved significantly from the last demo, and by looking into Mary's eyes, it was as if you could see into her thoughts. The chilling piano theme playing in the background added to the mystery as we eagerly waited for the presentation to start.

We first saw a journalist named Madison as she rode a motorcycle in the rain, headed toward the house of a taxidermist. Several women have disappeared, and he has been linked as a possible suspect. Madison is only interested in getting the scoop on whether this man turns out to be the true origami killer or not. Once she arrived at the house, Madison stepped onto the sidewalk and we began to see how the controls work. Rather than using the analog sticks to maneuver her, the R2 trigger will let her move forward and the left analog can be used to move her head. It's difficult to think of this game within the traditional conventions. As the player, you are there to progress the story as you see fit, and options will be available to you as they come up. Similar to Indigo Prophecy, icons will appear in the lower right portion of the screen to indicate what you can do, whether it's moving the analog stick or tapping buttons. Madison moved forward to look in the mailbox, but whether she puts her hand in slowly or backs off is entirely up to you. You'll be in control of how the animation unfolds, and there is never any load time. The house appeared to be a more run-down version of a typical suburban home. The weather was dreary and Madison was wet from the rain. Her movements were realistic, and when left standing idle for a while, she fidgeted.

When Madison approached the door, she was prompted with options to either knock or ring the doorbell. Using the Sixaxis controller, you can also select what you want to say, given that Madison will have different thoughts come up. This thought interface will give you the pros and cons of the situation. It doesn't tell you what to do or not to do, and it's contextual, so it will change depending on where and when you are in the story.

We watched as Madison wandered into the backyard and noticed that the kitchen window was slightly ajar. Madison kicked some nearby barrels into place so that she could get into the house. Before she entered, a couple of thoughts went on in her head that you can listen to or just move on. Once inside the house, Madison walked around the living room, and we noticed that she could interact with several things in the environment. She could sit on the couch, check out the fireplace, or go through the door to the garage. We were told that you can also explore in narrow spaces and never have to worry about your character getting stuck. In the garage we saw a trail of blood and noticed that there was a garage switch on the left. She headed upstairs and we immediately noticed that the floorboards were creaking. Things started to pick up when Madison discovered a dead body in the tub and then stumbled into a room in which several women had been stuffed.

Of course, that was the perfect time for the taxidermist to return, and the screen split to show the taxidermist on the left, headed into his home, and Madison on the right as she tried to figure out what to do. The music also picked up here to drive the gravity of the situation as Madison tiptoed slowly across the hall to try to sneak out through the garage. Staying quiet, Madison got out of the house by using the garage switch, and she quickly jumped onto her motorcycle, which took a bit of button mashing before it would start. She finally got her helmet on and sped away. After this scenario, Cage explained that this was only one possible story. Like it would in the actual game, the next scenario would take this information and continue to tell the story based on what had been done. Considering that this demo wasn't following the actual storyline of Heavy Rain, we were brought back to the scene in which the taxidermist returned to his house, but this time what followed was completely different. The taxidermist heard Madison upstairs and came looking for her. We were told that there are as many as 20 to 30 hiding places in the house. As Madison hid behind a door, a sequence of buttons appeared that needed to be held to simulate the same uncomfortable feeling of being stuck. She moved to another hiding spot, at which point she came face to face with the creep. He attacked, and Madison fought back with an object that she grabbed off of the nightstand. She ran downstairs and tripped, subsequently heading to the front door to find it locked. Then she ran to the kitchen window, which wouldn't open anymore. She finally made her way to the garage, flipped the switch, and ran to her bike with the murderer close behind. She frantically tried to start her motorcycle, and when it finally did, she took off and left her helmet behind.

This was a much more intense, action-filled scenario, the kind in which you feel like you're in serious danger, but these were only two of the possible scenarios that a player could have gone through. We were told that the player controlling Madison had messed up numerous times but still managed to escape. You could have killed the villain in various ways; you could have stayed hidden and called the police. Madison could also be killed, and the fascinating part is that the game would not be over. Events would merely continue with that information taken into account. Cage was tight-lipped about any further details as to how this would work or how things would continue, but we do know that there is no game over in Heavy Rain.

We also know that there are 60 scenes in Heavy Rain, and each one will have different gameplay and narrative. The overall theme will be dark, given that it's a thriller. Cage tells us that the game will be full of twists and turns and will include many surprises. He says that it will offer a new way of interacting with a new kind of storytelling that extends beyond the cutscenes and never-ending dialogue. In this new genre, it's not about your reaction and how you move the controller, but about what decisions you make as a player to make the story unfold. The experience will be different each time.

From what we've seen so far, this is shaping up to be a game that will keep gamers talking until the shipping date. Quantic Dream has been very careful about keeping the story secret, and from this latest demo, the story and experience can only get better. In our brief adventure with Madison, we already felt like we were a part of the story in the way that the action, dialogue, and sound were handled. Visually, the characters come strikingly close to looking real, not just in terms of the graphics but also in how their movements and voice acting enhance that sense of realism. Even though it is a single-player game, watching the events unfold is just as intense and exciting for an audience.

There is no release date yet, but we're keeping a close eye on this PlayStation 3 exclusive.

Heavy Rain 10/10
 
Back