Heavy Rain: New Screenshots and development footage*

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I realy want this game to be something fantastic and great fun and and and.... but from that video it gets really close to being just a new generation of Dragons Lair.
I'm still hoping and will probably buy it anyway, but it a bit bummed about it right now :)
 
I realy want this game to be something fantastic and great fun and and and.... but from that video it gets really close to being just a new generation of Dragons Lair.
I'm still hoping and will probably buy it anyway, but it a bit bummed about it right now :)
 
I need to see how open the game is. e.g., When the guy walked down the stairs at the beginning, could he leave the house right away to explore other areas, or is it linear ? The path may be not opened at the beginning as the game needs to fill me in on the context, but I am thinking in the general case.

The fighting has a little too many key press for my taste. If I understand the mechanism correctly, even when a key event pops up, we should be able to move the character (where the game permits), and alternate options/events may appear. e.g., run out the door ? So we may not be restricted by the specific designated key event like regular QTEs.

But in my mind, I have already decided to let the fat detective die as early as possible. :)
 
Who are the 4 characters you can control ? Madison, that young detective father, the fat detective, and this girl ?
The four playable characters are Madison, the drug addict detective, Ethan the divorced father and the fat detective. And I'm with you about the shower scene, not the best appeal to male audiences at least hehe although it's perfectly suitable for a mature themed game like this. The only complain I've read so far is the eye movements as they all appeared stiff? Hope they would spend more time on that since it's the eyes that would contribute the most to the emotion.
 
Yes, I remember we talked about "dead fish" eyes before. Did they improve it ? I didn't really notice it in the preview trailer (not paying attention), but it caught my eyes immediately last time.

Also 1up has more info. I kinda like the point by point documentary format:
http://www.1up.com/do/previewPage?cId=3177301

This part surprised me a little:

No. 2 -- It might be the most watchable game to date.
You wouldn't think a single-player game that revels in mundane details like letting you choose whether to sit in a chair or not would be ideal to play with lots of friends in the room. But I'm finding that Heavy Rain works extremely well as a group experience, with one player at the controls and everyone else throwing out suggestions, kind of like playing a 1 vs. 100-style game show or one of those special movie theatres where the audience votes on something every 10 minutes.

Because the gameplay is in large part about making choices -- in some cases, silly ones like the chair thing (which invite lots of suggestions along the lines of "let's see what else he/she can do"), and in others, bigger decisions that affect the overall story -- and because of the somewhat relatable scenarios, it's an easy game to enjoy even if you aren't the one pressing the buttons.

He also talks about the control scheme. If the journalists are having second thoughts, more people may complain or get stuck once the game is in the wild.
 
Resolution, AF, and AA are generally increased for Press Shot due to paper press, some games have go more, but generally now with internet they're received a not very good buzz, so we saw this less now day.

thanks for the answer...and what about for instance with the shadow quality. All the shots I looked at featured very sharp well defined shadows...
 
thanks for the answer...and what about for instance with the shadow quality. All the shots I looked at featured very sharp well defined shadows...

Perhaps they can have highres shadows for characters becouse it seems judging by that gameplay video that scene shadows are pretty much all baked in.
 
http://psnow.es/index.php/foro/viewthread/245/

New shots! My god theres some serious tech gone into these.

http://psnow.es/uploads/images/ps3/heavy_rain/img018-1056.jpg
OMG, that's her right? Mary Smith from the Casting?:) The character model and shading are mind blowing and extremely photorealistic especially the eyes. I would say the main dude is looking more convincing than Drake probably due to the close up shots and higher res texture maps.
http://psnow.es/uploads/images/ps3/heavy_rain/img011-1056.jpg
Love this crowd shot, so much geometry coupled with awesome lighting and nice motion blur.


So... are we close to the uncanny valley or already there? ;)
 
Perhaps they can have highres shadows for characters becouse it seems judging by that gameplay video that scene shadows are pretty much all baked in.

Not a single shadow is baked.Ao is baked ,and not everywhere.


m.fox : Uncanny valley doesn't apply to static pictures ,it's when it moves that we can talk about uncanny valley.
 
Not a single shadow is baked.Ao is baked ,and not everywhere.


m.fox : Uncanny valley doesn't apply to static pictures ,it's when it moves that we can talk about uncanny valley.

Hmm maybe the "bloominess"/fuzzyniess or scene colors. Though it looked strange in for example 0:45 in the video. Shadow fall on drawing board but not on arm. Also got the impression character shadows sometimes face opposite direction of other shadows, no?
 
Some previewers mentioned that it looks amazing (animation and graphics) from far. When zoomed in, it gets awkward sometimes. So I guess we are already in the valley.

I look forward to see the Madison segment though. Fully aware that there is a risk the game will become a $60 frisbee when my wife sees her strip tease routine.

I am really curious about their control scheme because it looks like an augmented reality contextual menu for any 3D world (a la Minority Report). I hope Sony brings it to other apps (e.g., PS Home).

Right now the menu options appear on the objects you can manipulate. I guess a more aggressive gameplay mechanic would have the options appearing on the enemy itself (face, stomach, groin). It may be more interesting to play with the new controller. It would also distant the game more from QTEs.

EDIT: If they want, they can also add an inventory to keep Mace, or any "pain stick" as weapon using the controller. If the familiarity is there, gamers may feel (slightly) more comfortable.

Not a single shadow is baked.Ao is baked ,and not everywhere.

Cool !

I think it's more like The Sims: Detective Edition, only if it were as popular as The Sims.

This is what I thought when I first saw the "Shake the milk" and "Bathroom" segments. :D
 
Leaked video of the press preview:


Pretty good.

EDIT: I think the new controller may be a better fit.

Interesting, so what I get from the preview is that this is a QTE movie (like Dragons Lair) mixed with some Adventure game segments?

Looks good, but I don't really like QTE's. :( The adventure game aspect looks interesting if a bit easy mode with the game basically screaming out LOOK HERE.

Regards,
SB
 
Interesting, so what I get from the preview is that this is a QTE movie (like Dragons Lair) mixed with some Adventure game segments?
I think that's a serious oversimplification! Dragon's Lair was about guessing, or learning, the correct button presses to get to the end. HR is about making choices which affect your route and AFAIK the outcome of the game. Furthermore Dragon's Lair had no empathy for the character, whereas HR is trying to get you to care about the protagonists such that the choices you make have an emotional component beyond "I want to win". The QTE interface is probably the only way to pull this off without the most sophisticated game tech possible, a completely open world with completely convincing AI, and that sort of game is beyond this generation and probably a few to come! Otherwise you'd be limited to fixed buttons for events. X button is aggressive action, O defensive, move left stick for movement and right stick for arms maybe. But then the events wouldn't reflect the emotional aspect being sought. That is, take the situation where you're playing the girl and there's some lecherous old codger trying to force himself on you. In an ordinary game, you'd hammer the "Biff Them" button until you have won. In HR, you have to look around for options and call on them as they happen.

Other story titles like ND take the control away from you for the story aspects, so you never actually play the story, only play a game mixed up with a cut-scene movie. HR is far more ambitious and I think it'll be far more immersive as it is, as long as you 'click' with the characters. Just like a movie, if you don't empathise with the characters, it'll have pretty much zero appeal.
 
From people who have tried the preview, it has 2-3 QTE sessions for the fighting. However, if you miss all the QTEs, you won't die. The story guides the experience. One journalist basically completed the fights without responding to the QTEs at all, but he still get to progress (No one dies yet). If so, it may be more accurate to call these QTE sessions interactive cutscenes.

The rest are contextual menu... perhaps more like gamers choosing decisions/dialog in an RPG/adventure game. In a previous Madison fight, I think she had different options to hit her assailant with as the player looked around the scene while the fighting was going on in parallel.

I guess this is why the journalists suggested a demo for the game. The video only tells you a very specific path in the game, without telling you where the game is.
 
I'm intrigued by the seemingly conscious decision to let a player get caught up in the minutiae. Puts me in mind of the old text adventures I've played.

Regardless, I'm interested in devs trying something new* so will pick this up.

*Gosh, that sounds pretentious.
 
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