MAGAZINE

A Journey into Heavy Rain

Edge Staff's picture

By Edge Staff

September 3, 2008

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“OK, that was one possible story,” concludes Cage. “The guy came back, we managed to leave the house quickly – we’ll go to the police and tell them what we know. The scenario will take the information and continue to tell the story based on what we’ve done. If Heavy Rain was just that, it would already be fantastic, but it is much more… Now we’ll show you another option, a variation.”

The sequence is replayed, but this time Madison steps on a squeaky floorboard as she attempts to escape. “Come on, visitor, show your face,” says the taxidermist, having been alerted to your presence. “I’m not going to eat you. Ha ha!” Again, the splitscreen motif comes into play, but this time Madison must find somewhere to hide as she watches the murderer approach her position. “There are different hideouts in the house – 20 or 30 different places,” explains Cage. To further build the tension, the MPAR dictates that hiding is accomplished by pressing a diverse selection of the Sixaxis’s buttons and triggers simultaneously, which clearly puts a strain on the player’s hands. But the manoeuvre is pulled off here, and Madison eludes her pursuer, only to mess up and end up facing him regardless, at which point further MPAR actions define a scuffle and then a scrambled escape from the house.

Cage outlines other ways in which the scenario could have played out. “You could kill him. You could hide and call the police – they’ll arrive and save you, if you survive. Or Madison could get killed. And this is an interesting because if she dies one of the controllable characters has died.”

Cage isn’t saying how many playable characters are involved in the game, or indeed how it might segue from one character’s death to another one picking up the story, but he assures us that his team has it all worked out. “Maybe losing her will offer you more possibilities which you would have otherwise missed,” he smiles.

But to reiterate: the particular scenario we’ve seen today has no bearing on Heavy Rain’s actual story content, which Cage describes as being like a ‘rubber band’. “The players, through their actions, can stretch it or contract it,” he says. “What is interesting is that you can’t change the backbone of the story, but the way it’s told is entirely up to the player. So they define their story through invisible boundaries we set, and they see it evolve accordingly and see consequences of their actions.”



We leave the demo pondering one of the most unusual, and unusually beautiful, games we’ve seen for a long while. It is heartening, certainly, to see a big-budget production that is so willfully operating outside of the FPS/driving game comfort zone. If the entire production ends up being as polished as its graphics, David Cage’s name may yet play a part in gaming’s push for broader recognition.

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.