Heavy RainComplications Ensue
Complications Ensue:
The Crafty Screenwriting, TV and Game Writing Blog




Archives

April 2004

May 2004

June 2004

July 2004

August 2004

September 2004

October 2004

November 2004

December 2004

January 2005

February 2005

March 2005

April 2005

May 2005

June 2005

July 2005

August 2005

September 2005

October 2005

November 2005

December 2005

January 2006

February 2006

March 2006

April 2006

May 2006

June 2006

July 2006

August 2006

September 2006

October 2006

November 2006

December 2006

January 2007

February 2007

March 2007

April 2007

May 2007

June 2007

July 2007

August 2007

September 2007

October 2007

November 2007

December 2007

January 2008

February 2008

March 2008

April 2008

May 2008

June 2008

July 2008

August 2008

September 2008

October 2008

November 2008

December 2008

January 2009

February 2009

March 2009

April 2009

May 2009

June 2009

July 2009

August 2009

September 2009

October 2009

November 2009

December 2009

January 2010

February 2010

March 2010

April 2010

May 2010

June 2010

July 2010

August 2010

September 2010

October 2010

November 2010

December 2010

January 2011

February 2011

March 2011

April 2011

May 2011

June 2011

July 2011

August 2011

September 2011

October 2011

November 2011

December 2011

January 2012

February 2012

March 2012

April 2012

May 2012

June 2012

July 2012

August 2012

September 2012

October 2012

November 2012

December 2012

January 2013

February 2013

March 2013

April 2013

May 2013

June 2013

July 2013

August 2013

September 2013

October 2013

November 2013

December 2013

January 2014

February 2014

March 2014

April 2014

May 2014

June 2014

July 2014

August 2014

September 2014

October 2014

November 2014

December 2014

January 2015

February 2015

March 2015

April 2015

May 2015

June 2015

August 2015

September 2015

October 2015

November 2015

December 2015

January 2016

February 2016

March 2016

April 2016

May 2016

June 2016

July 2016

August 2016

September 2016

October 2016

November 2016

December 2016

January 2017

February 2017

March 2017

May 2017

June 2017

July 2017

August 2017

September 2017

October 2017

November 2017

December 2017

January 2018

March 2018

April 2018

June 2018

July 2018

October 2018

November 2018

December 2018

January 2019

February 2019

November 2019

February 2020

March 2020

April 2020

May 2020

August 2020

September 2020

October 2020

December 2020

January 2021

February 2021

March 2021

May 2021

June 2021

November 2021

December 2021

January 2022

February 2022

August 2022

September 2022

November 2022

February 2023

March 2023

April 2023

May 2023

July 2023

September 2023

November 2023

January 2024

February 2024

June 2024

September 2024

October 2024

November 2024

 

Sunday, March 14, 2010

I've been checking out HEAVY RAIN on the PS3. It's a murder mystery about an abducted child and a serial killer. You play four characters involved in solving the mystery.

The interface is one I've never seen before - it's nonstandardized. In one scene, you interrogate a suspect who's making alarming threats while a ridiculous cartoon plays on the TV screen behind him. Your options swirl around the screen, confusingly: square to accuse, triangle to state the facts, or left arrow to punch this guy, right arrow to dodge that guy.

As opposed to typical games where you either have a talk interface or a fight interface, here you can be punching someone while you interrogate them. Or choose not to punch them while you interrogate them. So instead of the narrative options coming at predictable places -- you're either in a fight or not in a fight -- the story can split at whatever moment the writers of the story felt like branching the story.

The game design does another interesting thing -- when multiple options show up, they can swirl around, covering each other up. Which makes you confused, and means you might choose an option you didn't mean to. Which means that you will actually feel confused and frustrated when your character is confused and frustrated.

In the past I've been much fonder of sandbox games (not to mention addicted to your world builder games) -- I've never understood the attraction of e.g. some of the FINAL FANTASY fames where you basically go down a tunnel and kill every squad of critters and every boss you meet. And if you have a minimap and an arrow to follow, you're still in a narrative tunnel.

In Heavy Rain, there's a narrative tunnel, but it branches, and you don't see the tunnel -- it's taking "show don't tell" to heart. If you're searching for clues, there's no "there are five clues in this room" so you can check them off. If you miss a clue, you miss a clue. As Gamespot puts it:
Unlike other games that make extensive use of quick-time events, Heavy Rain does not track your progress in terms of success and failure. There is no right or wrong way to play; thus, no matter what your outcome is, the game will move forward and adapt to the consequences of your actions or lack thereof. Though the overall narrative framework is unyielding, your performance throughout the game can have a variety of effects, ranging from subtle changes in how a scene plays out to much bigger adjustments. Entire events may not occur because your actions and choices caused the plot to branch in a different direction. It's even possible for key characters to die, thus eliminating any subsequent contributions to the story that they might have made. No matter what happens in your play-through, the adaptive plot of Heavy Rain becomes a deeply personal sum of your experiences.

I've never seen a game that gives such a feeling of being a character in a movie story.

There are chase scenes and ordeal scenes. And if you make the wrong decisions, your character can die and the game autosaves, so no you don't get to reload to do it right this time.

Oh, and split screens. Nice use of split screens.

Labels:

0 Comments:

Post a Comment

Back to Complications Ensue main blog page.



This page is powered by Blogger.