I didn't have problem with the control except in the second and third trials. In the second trial, I kept turning him in the wrong direction. In the third trial, I couldn'thold that many keys down together.
I didn't have problem with the control except in the second and third trials. In the second trial, I kept turning him in the wrong direction. In the third trial, I couldn'thold that many keys down together.
The second half of the second trail was the worst IMO.Holding down 5 buttons 5 times in a row, and quite a few retry's. But I did make it through it, although not without getting very frustrated with the game. I wonder if choosing a lower difficulty would have a difference in that scene in the amout of buttons you have to hold down.
Third trail.Got through this one aswell. Is it just me or does he not do what you want to do, regardless of wether you're holding down the correct buttons or not?
It's the first and last trails I started, but in the end failed.
Which difficulty do you guys play?
I played the "normal" difficulty...and it was easy (but I did not switch to "hard" mode, because I wanted to make my decisions (and don't want my ability to press buttons make my decision ;-))
I got the ending where everyone survives, except the killer of course!
Some things I didn't get though..
like what was with Ethan's black outs? I suppose they were a product of the stress he was going through but what was the deal with the origami in his hand when he woke up? Did Shelby put it there?
It's official: Heavy Rain is a hit. The critically acclaimed game got off to a solid start in February, selling more than 200,000 copies in just four days in the US. Now, the head of the developer of the PlayStation 3-exclusive psychological thriller is crowing about its worldwide success--and how much he expects it to sell by year's end.
Heavy Rain's visuals may be shadowy, but its future is bright.
"We have sold more than 1 million copies of Heavy Rain worldwide," Quantic Dream cofounder and co-CEO David Cage told German site Play3.de. "That was a surprise to many, since estimated sales were between 200,000 to 300,000 units. We estimate that by the end of the year, we will have sold 1.5 million copies and are very pleased with the reception."
Many (good) stories use [more or less] unexplained plot elements at some point in the narrative. As long as the overall plot is cohesive enough, it's not that big of a deal.
It's not just unexplained, it's illogical or impossible. I'm not saying the game is bad because of it, but it is a cop-out that could have been handled more intelligently.
If Ethan is not the killer and doesn't even remotely know the killer, why does he black out wind up at the Carnaby intersection (repeatedly), have the dog origami (that very specific dog origami), and believe his alter personality is the killer for far longer into the game than the point you realize he can't both pass a challenge and reward himself remotely?
There is no sane reason other than the writer wanted to put his finger on the scale and weigh against the player's perception of Ethan because the plot as written cannot do it.
That was done on purpose and explained in some interview or was it some making of video. Basicly it's similar concept as what david lynch uses on his movies. It's pretty much a matter of taste if one thinks that as a successfull element or not. I'm thinkingit was good thing to add as it made the guesswork who is the killer much more difficult even if it was illogical in the end. That element basicly made me think ethan is killer right until the end making the real ending all that much sweeter
Lynch movies aren't even meant to make sense in the first place