Heavy Rain: New Screenshots and development footage*

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If it's anything like Fahrenheit (Indigo prophecy), then your choices will have consequences. Simply finding the right thing to do, perhaps under pressure of time, or failing to do what you wanted is all part of it. And you get stuck with the consequences no matter what. So your not as much following the story and pushing buttons to move it along, but rather your trying to push the story in the direction you want to.
 
That's true. The journalist may not know about the consequences of losing all his fights yet since he only played the preview. OTOH, he didn't feel losing out in the mean time. I think that's important to the Heavy Rain experience.
 
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?

Yeah you're right ,but in this case it's either a bug or a case of bad choice to have decoupled the light source on character and on the set ,but they do that a lot to have better artistical control or more definition for local character shadow and self shadowing.
 
Uncanny valley doesn't apply to static pictures ,it's when it moves that we can talk about uncanny valley.

I know, but it certainly was during the E32k6 tech demo ;). Also, this scece gives me some strange/weird feel, no matter how impressively realistic it looks.

For me, this is the first game where I can see that the UV has definitely been reached.
 
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It's an adventure game. The visual novel complaint could be leveled at them, as well. Think Sierra as opposed to Lucasarts.
 
A visual novel does not sound bad to me. This game needs deep and emotional story.

I know, but it certainly was during the E32k6 tech demo ;). Also, this scece gives me some strange/weird feel, no matter how impressively realistic it looks.

The screenshot you link to looks ok to me. The tech demo did give me the UV feel. I think the fat detective is also an offender because he is too "twitchy" for his weight.
 
As I said before, to me it seems most like a visual novel.

That's the feeling I get when watching it also. More of an interactive scripted movie than a game.

I think it's the fact that unlike an adventure game, you don't even have to look for anything. As soon as you get close icons start popping up screaming at you that there's something there you should investigate, or something you can interact with. Added to that, his "investigation" (?) power highlights everything in a rather large radius.

That said, a visual novel isn't necessarily bad if the story is really good. And if they can at least give the player more of an illusion of control than say the last PoP, then it could work well...

Regards,
SB
 
I think that cop investigation sequence just makes it look like every option you have is handed to you. But I doubt the other 3 characters have that available to them. Fahrenheit certainly wasn't like that. It gave you plenty of opportunity to find your own way out of a situation, or to fail at it because of something you didn't take into account.
 
I think that cop investigation sequence just makes it look like every option you have is handed to you.
One could argue that's true for every game. In Halo, every option (run, shoot) is evidently present. I suppose classic adventure games didn't have options presented, which meant trying millions of combinations until you found the one that worked. Given there's a finite set of scripted options, like any adventure game, isn't it better to let the player know what's available instead of leaving them guessing and frustrated when the game doesn't allow them to do what they think they can do, and they can't find which item of furniture can be moved or explored and are just poking away at things until something works?

Ideally you'd have a completely open world where the player is free to choose whatever action they want. If I want to hit him with the lamp, the kitchen knife, the stool or the cushion, I should have that option. But that sort of tech is way off in the distance. Given that we have to limit the gamer's options, actually letting them know what options are available makes sense to me.
 
I think that cop investigation sequence just makes it look like every option you have is handed to you. But I doubt the other 3 characters have that available to them. Fahrenheit certainly wasn't like that. It gave you plenty of opportunity to find your own way out of a situation, or to fail at it because of something you didn't take into account.

Ah, thanks for the info. Some concrete Fahrenheit example would be helpful to visualize the experience.

That's the feeling I get when watching it also. More of an interactive scripted movie than a game.

I think it's the fact that unlike an adventure game, you don't even have to look for anything. As soon as you get close icons start popping up screaming at you that there's something there you should investigate, or something you can interact with. Added to that, his "investigation" (?) power highlights everything in a rather large radius.

It's the same for Batman: AA. You turn on the detective eye and you can see the clues when you're close enough. While prompts may flag out the relevant objects, what the content convey is still a mystery. It might not lead you directly to the answer (e.g., You may need to recall an earlier clue and combine both to come up with new clues).

That said, a visual novel isn't necessarily bad if the story is really good. And if they can at least give the player more of an illusion of control than say the last PoP, then it could work well...

Not may. A visual novel is a huge plus, especially for this game. The story telling element can carry the experience tighter, deeper and longer -- long after you shake the orange juice in the fridge in the opening scene.
 
Given there's a finite set of scripted options, like any adventure game, isn't it better to let the player know what's available instead of leaving them guessing and frustrated when the game doesn't allow them to do what they think they can do, and they can't find which item of furniture can be moved or explored and are just poking away at things until something works?

Not necessarily. Using Fahrenheit's opening sequence as an example. Your in the mensroom of a diner. Suddenly you see flashes of someone performing some strange ritual who takes control of your character, and uses him to kill someone. After that you see a cop who is also in the diner saying needs to go to the mensroom. Then your put back in control to solve the situation as best as possible. So what do you do? Do you leave the diner immediately, or will you try cover up what happened because you'll probably be found guilty of murder. So where to hide the body, the murder weapon, clean up the bloodstains, all of that before the cop enters the mensroom. And finally, on your way out, do you remember to pay for the coffee you had at the diner.

It's an excellent sequence because as the player your put in the exact same situation the main character is. You feel what he feels, you know only what he knows, and your bound to make the same mistakes anyone would make in dealing with such a difficult situation. Not knowing everything can make things more interesting, and the story will adapt itself to the outcome in some smaller or bigger ways.
 
Reminds me of Shenmue. I might check it out when it releases. Do we have a date yet ?

I much rather it have come out on pc too. Alan wake will be a pc game for me no question , this would have been the same. Esp if i could use my 360 controller while playing it .
 
How do you control Fahrenheit and make these choices?

In that sequence you can move around freely and and once your near something interactive a button prompt will appear on screen. Sometimes using an object also requires you to do a short QTE. And running out of time can mean a choice gets made for you. How well you do you do in the fully scripted action sequences, basically longer QTE's, can also effect things. I'm not sure if this also true for Heavy Rain, but in Fahrenheit you also had to take care of your characters mental health. If he got to depressed, he could end up killing himself. That would sometimes limit the choices you had available. For example, investigating a corpse for clues could be too much if he's depressed.

Come to think of it, maybe they'll use that cops drug addiction in a similar way in Heavy Rain.
 
In that sequence you can move around freely and and once your near something interactive a button prompt will appear on screen. Sometimes using an object also requires you to do a short QTE.
Isn't that exactly like Heavy Rain? :???: When the shop is getting robbed, you get to move the detective around. You control his speed (and stealth) and when you have options, they appear as control presses.

It's AFAICS the only way to do this game, and as you've described, the way it was done in Fahrenheit. Allow the player to move wherever they want, and make them aware of options as they become available.
 
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