Heavy Rain (PS3)

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  • Flawless
    Bang-bang! Down-down!
    • Mar 2004
    • 16780

    #16
    Re: Heavy Rain (PS3)

    1UP Interview

    1UP: You warned against reading too much into the taxidermist scene, but does that scene suggest Heavy Rain's themes might be more rooted in reality than Indigo Prophecy's?

    DC: Definitely. We tend to believe in our industry that we need to tell simplistic or spectacular stories, where the hero saves the world, destroys evil, or has supernatural powers. This is because the videogame, as a medium, has been too immature to tell complex and subtle stories. I made this mistake myself at the end of [Indigo Prophecy], where I felt my story needed something spectacular because all I had so far was normal people leading a normal life. I realized that the "normal" part was the one that worked the best, and that it wasn't necessary to save the world to tell something exciting anymore. Heavy Rain will be about normal people in real life, and I believe it'll be much more emotionally involving, as gamers will easily relate to the situations and characters. This is a new approach. In Heavy Rain, you won't be a superhero or a gangster. You'll just be someone real.
    1UP: What's the biggest development challenge you're currently facing?

    DC: The biggest challenge is probably about the overall level of detail and quality we need to reach in all areas of the game. Any detail may break the illusion and stop the suspension of disbelief. In most action games, the player can accept that dead bodies disappear after a while; this kind of thing would break the experience in Heavy Rain. All characters have to move and behave right, all elements in the environment that the player may want to interact with must be interactive, and the story must behave in a logical way, always offering the player possibilities that they'd reasonably expect. Maintaining this level of quality and consistency through the full game is definitely a challenge, especially because each scene is unique, and most of the time offers a specific [type of] gameplay.

    Go Noles!!! >>----->

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    • Cyros
      ULTRAAAA!!!!
      • Jun 2003
      • 12628

      #17
      Re: Heavy Rain (PS3)

      Would love to get a release date for this.
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      • ThaGenecyst
        MVP
        • Sep 2004
        • 4404

        #18
        Re: Heavy Rain (PS3)

        Gaming geezers have been eulogizing the venerated adventure genre ever since Tim Schafer's appropriately funereal Grim Fandango failed to set sales charts ablaze. Even though titles such as King's Quest, Maniac Mansion, and Myst were tremendous PC blockbusters way back in the day, publishers have largely abandoned story-heavy, action-deprived fare during the last decade in favor of shooters, RPGs, and racing games. Dedicated fans can still uncover a trickle of lower-profile indie offerings on the PC side, but console gamers seeking "interactive fiction" experiences are usually left with bitter, nostalgia-souring dregs (Leisure Suit Larry: Magna Cum Laude, anyone?). But shockingly, an upcoming adventure game has emerged that even has the jaded console community taking notice: Quantic Dream's PS3 exclusive, Heavy Rain.

        Although the previous two games to spawn from Paris-based Quantic Dream -- Omikron: The Nomad Soul (Dreamcast) and Indigo Prophecy (PS2/XB) -- were hardly mainstream hits, both pushed the routinely-overlooked adventure genre into daring new frontiers. Surprisingly, QD's third effort, a gritty, film-noir thriller titled Heavy Rain, has already amassed plenty of buzz thanks to a stunning 2006 teaser trailer known as "The Casting." Solely based on that clip's eerily realistic virtual starlet and her unabashedly emotional performance, many gamers who've rarely considered narrative-based gaming are already enraptured.

        We recently had the opportunity to get a fleeting glimpse of the game's development in Paris and came away stunned...and confused by what we saw. The title's 100-person team has forged an unbelievably gorgeous graphical engine, yet it's tough to grasp the big picture because QD is keeping nearly every aspect of the game's story line and gameplay tightly under wraps. But hey, who really wants spoilers at this point, anyway?

        Heavy Rain's eerily realistic visuals edge ever closer to that fabled "uncanny valley," and it's not simply because QD has thrown plenty of polygons around. In order to capture a believable performance, over 70 different actors have had their faces scanned, motion capture sessions captured, and voice work recorded. The developers believe that it's imperative for a complete performance to be captured from each individual actor, and QD has spent over 170 days creating all the crucial elements of Heavy Rain in its own in-house motion capture facility. Because the team knew that the project would be such a massive undertaking, it purposefully avoided casting big-name stars that would be unable to commit to such a massive, daunting project. Even the game's supporting cast sparkle with believability, as random passersby in Paris were invited to have their face scanned for inclusion in the game.




        But as compelling as Heavy Rain's characters may be, we were perhaps even more amazed by its immaculately detailed environments. Rather than approach the settings as levels in a game, QD hired both a renowned movie set designer and an architect to create realistic, lived-in sets for its virtual actors to inhabit. Since nothing shatters the illusion of exploration like a flat, 2D object that you can't interact with, QD demanded that every single element in the game world must be rendered in full 3D. This astonishing level of detail wasn't easy to accomplish, and the team realized that it couldn't do it'itself. Instead, the team would build rough areas, collect all the pertinent real-world texture samples, and then outsource the heavy-lifting to various Asian development houses. Once QD got these reworked versions back, developers would go back for a final pass of artistic polish. We were shown several realtime environments that looked breathtakingly real, including a rain-soaked crime scene at the side of the highway, a stylish Frank Lloyd Wright-inspired abode packed with whimsical furniture, a cozy, cluttered apartment belonging to a young lady, a musty antique shop stuffed with ornate clocks, and a dusty, sunbeam-filled train station. We immediately wanted to wander through these areas ourselves, opening drawers, and searching for clues.


        One glance at the game's phenomenally lifelike real-time visuals will have you second-guessing your own reality's graphical prowess, but ultimately, the quality of Heavy Rain's story line will determine whether or not it's worth the price of admission. Luckily, its grisly serial-killer plot shows incredible promise. "Most publishers are still busy making games for 12-year olds," explains Quantic Dream CEO and founder David Cage. "Heavy Rain is for an adult audience who want to be emotionally engaged." Cage places immense value on depth and meaning -- two narrative tenets generally absent from even the best games' story lines. Cage even tried to pare the game's thousand-plus page script down to the size of a standard film script, but found it a fruitless exercise -- Heavy Rain's interlocking "nonlinear fractal structure" simply couldn't be contained by the antiquated medium. And you shouldn't expect to sit through oodles of talky, non-interactive cut-scenes either. Cage says that he'll resort to standard cinemas only when absolutely necessary, and he hopes to make Heavy Rain a game that can be enjoyed in short, episodic bursts. He believes that the savvy, adult audience he's courting don't necessarily have the time to sit down and plow through ten hours of gameplay -- instead, he hopes that it's an ongoing mystery that you'll keep returning to over the course of a few weeks.

        True crime aficionados will surely be hooked: The game's premise has you investigating a series of unexplained slayings in a dreary, east coast American town, but the unique nonlinear "bending" narrative structure allows for greater freedom than you'd expect from the genre. Here, you're not constricted by a set path, but rather given freedom to make significant moral decisions that lead to a diverse network of interlocking story possibilities. Your dialogue choices (and contextual interactions, performed via simple, Shenmue-style button presses) will determine which ending you'll reach, and it's even possible for major protagonists to bite the dust along the way. Plus, Cage guarantees that we won't be witnessing an absurd, Indigo Prophecy-style deus ex machina moment in Heavy Rain's fifth act. "I'm trying to avoid adding yellow monsters from the Internet this time around -- Heavy Rain doesn't need supernatural elements to make an impact."








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        • Flawless
          Bang-bang! Down-down!
          • Mar 2004
          • 16780

          #19
          Re: Heavy Rain (PS3)

          Eurogamer Preview

          There's no rain during our trip to Paris to see Heavy Rain, which is bad news for the photographer travelling in our group, who might have done well out of that. Then again, there's no Heavy Rain on our trip to Paris to see Heavy Rain either. Nor, it turns out, was there any sign of it at Leipzig's Games Convention in August, despite its top billing at Sony's conference and director David Cage's press briefings. When we sit down with Cage three months later to ask whether anything we've seen so far - characters, locations, scenarios - is actually in the game you'll be invited to buy in the second half of 2009, he pauses for a second. "No."
          Heavy Rain's vital statistics

          The script
          • 2,000 pages long
          • 60 scenes, each about 15-20 minutes long, most, but not all of which you see on any play-through
          • 40,000 words of non-linear dialogue
          • Based on 6,000 pages of notes and references
          • 15 months in development


          The art design
          • Two weeks scouting for locations on the East Coast of the USA
          • 15 months of design by ten people
          • Photos, topographical gameplay maps, sketches of every item, paintings of every scene


          The outsourcing to Asia
          • Over 100 people involved outside Quantic Dream
          • 480 man-months of work
          • Based on an "outsourcing bible" and "level architect blueprints"


          The motion capture
          • All done on-site at Quantic Dream in Paris
          • 170 days of shooting across nine months
          • Over 70 actors and stuntmen involved
          • Casting sessions in Paris and London
          • 30,000 unique animations recorded
          Go Noles!!! >>----->

          Comment

          • Candyman5
            Come get some!
            • Nov 2006
            • 14380

            #20
            Re: Heavy Rain (PS3)

            Here it is, I couldn't remember what this puppy was called. Indigo Prophesy baby...lol. Is there a release date yet?
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            • goh
              Banned
              • Aug 2003
              • 20755

              #21
              Re: Heavy Rain (PS3)

              Nope but I'd guess October 13th.

              Comment

              • tree3five
                MVP
                • Aug 2002
                • 4006

                #22
                Re: Heavy Rain (PS3)

                Anything new on this game? I havnt heard anything in a while.

                Comment

                • Flawless
                  Bang-bang! Down-down!
                  • Mar 2004
                  • 16780

                  #23
                  Re: Heavy Rain (PS3)

                  Week long coverage at 1UP. Also, Gametrailers will have some new footage this Thursday on GTTV and just about everybody will be posting hands-on previews on Friday.

                  When Quantic Dream showed their first Heavy Rain press demo "The Taxidermist," they semi-famously announced that it was a custom scene created for demonstration purposes rather than a scene from the game's story. But it was more than enough to ignite my interest, to the point that I would have voted it my E3 2008 game of the show had I not signed a non-disclosure agreement saying I couldn't discuss it at the time. So when I heard the developers were ready to show their next demo -- the first featuring actual story elements -- I knew it was time to ramp up our coverage for this week's cover story.
                  Go Noles!!! >>----->

                  Comment

                  • Cyros
                    ULTRAAAA!!!!
                    • Jun 2003
                    • 12628

                    #24
                    Re: Heavy Rain (PS3)

                    Wooh!
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                    • ChaseB
                      #BringBackFaceuary
                      • Oct 2003
                      • 9843

                      #25
                      Re: Heavy Rain (PS3)

                      Good to know, been waiting for more info on this game for months.
                      I won't ask for Christmas or birthday gifts if you subscribe to the Operation Sports Newsletter (Not Just Another Roster Update). I write it, and it hits your inbox every Friday morning (for freeeeeee). We also have an official OS Discord you can now join.

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                      • frostbyte06
                        Cold & Cocky
                        • Sep 2004
                        • 1219

                        #26
                        Re: Heavy Rain (PS3)

                        Only game worse than this as far as info coming out has been Alan Wake.....

                        @Cyros
                        You have a PS3?...what's your PSN tag?

                        Comment

                        • CaptainZombie
                          Brains
                          • Jul 2003
                          • 37851

                          #27
                          Re: Heavy Rain (PS3)

                          I can't wait for this one.
                          HDMovie Room

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                          • Cyros
                            ULTRAAAA!!!!
                            • Jun 2003
                            • 12628

                            #28
                            Re: Heavy Rain (PS3)

                            Originally posted by frostbyte06
                            Only game worse than this as far as info coming out has been Alan Wake.....

                            @Cyros
                            You have a PS3?...what's your PSN tag?
                            No I don't *cries* but this is probably my most anticipated PS3 game. I loved Indigo Prophecy so Quantic Dream is currently up there alongside Bioware as my top 2 favorite developers.
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                            • Flawless
                              Bang-bang! Down-down!
                              • Mar 2004
                              • 16780

                              #29
                              Re: Heavy Rain (PS3)

                              Preview and Screens

                              Translated parts:

                              Four main playable characters: Ethan Mars, Scott Shelby, Madison Paige and Norman Jayden. Each one featuring different exclusive scenes, character backgrounds, abilities, personality, will be witness to different events and will share his/her own views on what's going on to build the story for the player.

                              FBI agent Norman Jayde was shown here, his job being the making of criminal psychological profiles. He was sent to the West Coast to investigate the Origami Killer case as backup since it's been months and the police still doesn't have a clue. This already adds a tense relationship between him and the police that will impact the storyline. He's been trained in psychological studies, able to dwelve into the killers' mind. He's highly professional and organized, but obsessed to the point he'd do anything to catch his man.

                              Jayden uses a prototype device: the ARI (Alternate Reality Interface), comprised of a pair of glasses and a glove linked together. The glasses are capable of detecting fingerprints, ADN remnants, blood trails and such that would normally be invisible to the human eye. The glove allows for immediate analysis of the substances bypassing the wait for lab results.
                              Seems like Jayden's main weakness is his drug addiction. If he spends too long without a dose of Tryptocaine he will manifest abstinence syndrome in the form of convulsions, dizzyness, blurry vision and overall incapacitation that could be fatal in some situations. The player will have to juggle between following the killer's track and hiding this addiction.
                              Old interface has been discarded, now the context sensitive actions appear around the character as he moves around the environment - basically they come up as "ideas" on what to do. The speed these prompts move at, font size and such are relative to the character's emotional status. i.e: if he's calm, they'll move slowly, if he's under pressure they'll be fast and if he's drugged they'll appear blurry, nigh-unreadable. Dialogs use the same system.
                              There's many ways to solve those situations, and while main characters can die, fortunately it only happens if you make certain errors at certain key events rather than failing a single QTE (that would be ridiculous according to QD,). But there's no Game Over in HR, just losses and a sudden end to the story should all four meet their demise. It's a game based on elections and emotions, and there's much more exploration involved besides what was shown here.

                              Last page on the feature is a Q&A with Cage where he

                              -Defends the use of narrative in videogames: it's not about getting closer to movies, it's about use their own way to produce emotions in the user - if no link is established with the player, all your efforts were in vain

                              -Talks about the choice of using QTEs: with a normal interface, HR would be played like a normal game - in example, take the fight scene: triangle to punch, circle to kick, pick items with square... they wanted something more unique that offered a varied array of actions while remaining intuitive, easy and consistent

                              -Speaks about the lack of a traditional Game Over: losing a character means losing everything (s)he had and could achieve, as they aren't really connected (it doesn't make sense any of the remaining three attaining the ARI). One dies and the story will continue without him, because life goes on for the rest. Lose all and that's how it ends - sad, but good doesn't always win.
                              Go Noles!!! >>----->

                              Comment

                              • Eton Rifles
                                Obey the Father!!!!
                                • Feb 2003
                                • 5374

                                #30
                                Re: Heavy Rain (PS3)

                                They are really trying something new with this game. Defiantly keeping my eye on it.
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