
Today’s demo is something that has been created specifically for the purpose of showing off the game’s visual style and mechanics, and Cage tells us that its storyline has nothing to do with what will appear in the finished game, but it is an elaborate production nevertheless. The lead character, Madison, a journalist, visits the house of a man suspected of killing several women. Her intention is to have a snoop around, take some photos, and then write up the scoop.
As she arrives, Cage explains the game’s unique control scheme: “We want the game to be accessible, so we changed many conventions. The way to move forward is not done using a stick, it’s done using a trigger. Why? When the camera cuts [in other games], it changes your reference and you can become lost. Here, like in a racing game, the trigger is always moving forward – and it’s analogue so you can decide if you want to move fast or not. The second innovation is on the left analogue stick, which is used to control the head of the character. So, when you want to turn, you don’t make the legs turn, you make the head turn first.”
The way in which Madison moves around the environment immediately looks unusual, even despite Cage having explained how it works. We are accustomed to controlling thirdperson-viewed characters with heads that remain fixed forward and in line with the direction of their torsos, their precise positioning changing only in relation to body movements.
Heavy Rain’s system is like taking a thirdperson view into the world of a character that is being controlled with mouselook. “We didn’t want the camera system to be stuck on the back of the character – we wanted a real sense of direction,” says Cage.

The team’s innovative control system is illustrated further when Madison approaches a dustbin, at which point the game’s MPAR (Motion Physical Action Reaction) system comes into play, bringing up information in the lower-right section of the screen that tells you how to interact with the object you have encountered. In this instance the illustration shows how you must move the Sixaxis’s right analogue stick in order to raise the dustbin lid and look inside. This is not merely a case of stabbing a button and seeing the appropriate action played out: the analogue nature of the interface means that you can wind the animation out, as quickly or as slowly as you wish, and indeed wind it back in again – raising the lid, then lowering it.
The interaction with the game environment feels much more organic than anything we’ve seen since EA’s bold but ultimately unsatisfactory Trespasser, but in this specific context it doesn’t add up to anything very exciting. No doubt such subtlety of control will be explored in the game proper.
Subtlety is absent from what happens next. Looking into the trash, you see a woman’s shoe. A woman’s shoe casually tossed into the dustbin outside of the house of a single man suspected of murdering women. If only real-life investigations were this easy.
Suitably braced, Madison approaches the front door of the house, at which point the MPAR begins to reveal more of the game’s depth, throwing up two possible options: do you want to press the doorbell or knock? Then the dialogue system comes into play, allowing you to choose what to say by tipping the Sixaxis towards the desired option.
There's promise to this, but from playing Fahrenheit through and the comments above, I have a lot of trepidation over the content. As a fan of some of the old Sierra-Online and Lucasfilms graphic adventures, I was thrilled to read about Fahrenheit's development, Cage's proclamations about reinventing the adventure game, of emotionally involving plots and engaging characters. My expectations thus set high, on playing the game, I was initially a little disappointed, subsequently irritated, and finally scornful. Whilst the plot and setting had some promising ideas (the cold, a strong depiction of parts of a city, an attempt to involve you in the lives of very different characters), I thought that the execution was woeful. The puzzles were not great, but that did not bother me so much. No, it was the appalling plot - either utterly predictable, or later on, completely absurd/stupid considering earlier attempts to make the environment and characters "real". It still might have been salvaged by good writing, but the dialogue and characterisation were abysmal. I don't think I've sighed, moaned and ground my teeth more to a game. Which was sad, because the stated intentions were brave and laudable.
Apologies for the rant on an old game. It is just that from the scene (admittedly exterior to the final game) described, the same bloody awful dialogue and plotting is in evidence. Cage has admirable ambition, but he appears to have the storytelling and characterisation subtlety of a Sixth Former attempting Frederick Forsyth. Very, very, badly. Look, there's a stuffed woman in the bath!
“He’s stuffed them. Looks like I finally got my story, because at any time the guy may come back, and we’ll be in a difficult situation. Uh-oh…”
Or:
‘Gotta survive. I’m not gonna die. I’ll find a solution. I always find solutions’.
Or, Cage himself:
“Hurry, Madison, you need to leave! Of course, the damn engine never starts…”
Please, hire a decent writer! How can one claim a more mature, adult audience if the key points of engagement for the audience with the plot and characters - suspense, dialogue, dramatic immersion - are continually undermined by writing that makes you chew your own teeth? I'm not calling for The Wire here (though, you know, that kind of quality would be nice to aim to), but just a little subtlety and avoidance of the bleeding obvious would immeasurably enhance an otherwise painstakingly put-together experience. Again, sorry for the whinge, I just do not want to see something that is otherwise crafted beautifully spoiled by an aspect that should be (relatively) easy to approach.
There's a second, more fundamental point that I think this article brings up, which is the familiar one of realism: do we really want games to have this kind of slick, high-definition sheen as the ultimate goal of realism? Looking at these stills, if anything, the proximity to "real" (i.e. photorealism) makes it look even weirder, less natural than Mario. There's plenty to play with in this weirdness, but I'm not sure that is what the makers want to do... Anyway, a digression on a digression. I admit this half-thought is more inspired by nostalgia for the surreal carnival that was Grim Fandango.
Regardless, I hope this game turns out to be smashing, really I do. I'll give it go.
Also, "Fat Rain": would see/play.
With this kind of story involvement, it's definitely a game to look forward to.
Interesting though to see games move to this amount a realism, resulting in viewers becoming even more aware of minor flaws which parallel "regular" movies... or things that can be perceived as flaws but actually took more work to implement in a video game than when shooting them with a camera - such as believable hand held shots. The only things that took me out of the experience a bit is the lip synq and some of the collision...
Has no-one involved in Heavy Rain seen Bowfinger where Steve Martin makes a movie called Fat Rain where aliens invade earth by hiding inside big drops of rain: hence Fat Rain!!!
indigo prophecy/fahrenheit was/is one of the really great games of the "last-gen" systems, so I'm one of those really looking forward to Heavy Rain pushing even more boundaries as its dev cycle continues. Some folks may gripe about it not being cross platform, but concentrating all efforts on the PS3's strengths will definitely make for a better game in the end, I say.
I'm a great fan of Fahrenheit. It was nice to take a break from my usual gaming habits of running, jumping, and shooting stuff (in the mindless button mashing sense, I know Fahrenheit had more than it's fair share of said activities ;-) ). It's just a shame it won't be coming out for PC, at least not at first. Hopefully "exclusive" means "exclusive for the first six months to one year", like Mass Effect was... Even though Mass Effect was for M'soft's console. I can but hope though.