MAGAZINE

A Journey into Heavy Rain

Edge Staff's picture

By Edge Staff

September 3, 2008

See also:

Related Articles:



“Hello?” says Madison. No response. The MPAR offers up the opportunity to look through the keyhole or take a peek through the grubby windows. Madison does both, glimpsing a dark living room full of clutter. No one appears to be home, so she tries the garage door. Locked. She walks around to the side of the house.

The kitchen window looks inviting, but it’s out of Madison’s reach. In this instance, Sixaxis input is used more crudely, a quick forward motion with the controller used to kick a barrel into a position where it can be used as a stepping stone. “Here’s another feature,” says Cage. “If we pull one specific trigger it shows you what your character is thinking – the thought system.” Madison is thinking that breaking into a suspected murderer’s house may be a bad idea, but she proceeds anyway.

More Sixaxis motion is used to raise the window in order to clamber inside. A trigger press and more thoughts from the heroine: ‘Oh, what’s that smell? Must be coming from the stuffed animals’. The suspect, it turns out, is a taxidermist: stuffed animals sit around the grimy living room. But what is this in the fireplace? A scrap of woman’s clothing, perhaps the remains of something that was hastily burned? Could it be, possibly, maybe, another clue?

Upstairs, we find what anyone who’s ever watched CSI or similar should be expecting but which Cage seems convinced will shake us to our very core: a dead woman lying in the bath, the victim’s blood spattered all around. The next room delivers something more chilling, but not without the distinct air of Channel 5 about it: turns out this taxidermist fellow likes to stuff women as well as animals. He has quite the collection here, posed around the room, sitting and standing, each one positioned to serve a part in some kind of demented roleplay.

“He’s stuffed them. Looks like I finally got my story,” says Madison. “Let’s take a picture and get out of here quickly,” urges Cage theatrically, “because at any time the guy may come back, and we’ll be in a difficult situation. Uh-oh…”

We can hear the sound of a car engine pulling up outside. Then Heavy Rain begins to shake off some of its predictability and becomes more interesting again. The screen splits into two and in one section we are given a view of Madison while in the other we see the taxidermist arriving home.

“We’d better move slowly because we don’t want to make any noise or he might hear her, and we’re in trouble,” says Cage. A gentle press of the Sixaxis trigger moves Madison slowly. We hear her thoughts again: ‘Gotta survive. I’m not gonna die. I’ll find a solution. I always find solutions’.



We see the murderer more clearly now, the camera switching to a view of him sitting in an armchair, turning on the television. At the same time, Madison’s careful progress downstairs is also visible. Out of the murderer’s sight she goes, into the garage and out through its door. There is no direct engagement between the two characters onscreen throughout the entire sequence, but the framing of the action succeeds in building a triumphant level of intensity – even when Madison reaches her motorcycle and, desperate to get as far away from this place as possible, finds that its engine will not start.

We somehow resist the urge to groan as Cage attempts to heighten the tension: “Hurry, Madison, you need to leave! Of course, the damn engine never starts…”

Mark Rowe's picture

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.

Bleak Corner's picture

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...

formulaic's picture

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!!!

GeeLW's picture

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.

burrowsdr's picture

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.