Can a game be about more than killing stuff?
Heavy Rain is a very difficult game to approach. At its baseline, it's an interactive movie with a strong reliance on quick-time events, and as bad as that sounds, given the track record of games incorporating these ideas, in this case it's a really good thing. It's more of an experience than a game. As such Heavy Rain will no doubt polarise people - if it doesn't click for you it quickly becomes a grind, especially given the slow start to the game and the fact that gameplay mechanics and big action set pieces take a back seat to getting the story across.
I shot the sheriffThe plot of Heavy Rain can best be described as an intense noir thriller revolving around a serial killer, nicknamed 'The Origami Killer'. Young children are kidnapped, and days later are found murdered in the same way: drowned near a railway line with an orchid on their chest and an origami figure in their hands.
You start as Ethan Mars, stepping into his shoes as news of your missing son is delivered - he may be be the Origami Killer's latest victim. Ethan has only days to try and find his son and the central question that Ethan and the other characters must answer is "How far are you prepared to go to save someone you love?"
Along with Ethan, there are three other playable characters. Private investigator Scott Shelby, FBI agent Norman Jayden and insomniac photographer Madison Paige; all have access to differing experiences and mindsets that flesh out the story. While unique and initially unlinked, these characters develop their own reasons for becoming involved, and their own motives for wanting to track down the Origami Killer. The story starts slow, setting up the ideology behind Ethan and why he is who he is. While important in explaining the motivations of the character, this can feel off-putting at times. Things soon pick up pace as the plot begin to unravel and the characters are all slowly drawn into the gravity of it all. We can't actually say too much - as pretty much mentioning any part of the story would be a massive spoiler!
Have at you!Dialogue plays an important part in the game and is handled uniquely. Dialogue options will float around the character's head, and you choose them by pressing the corresponding button. This works well as there is no pop-up dialogue box to interrupt the flow and break connection with the character, with text animated clearly if the character is relaxed, but fuzzy and rushed when under stress, immersing you further into the character.
The game jumps between all four characters scene by scene, and you take direct control of them. Character control works well, however it can be a bit jarring at times given the often fixed camera perspective (à la Resident Evil) when the camera suddenly cuts to a new angle, leaving you disorientated and often walking in the complete opposite direction. Beyond this, the major interaction with the character is through quick-time events (QTE). For example, if you approach a jump while running, flicking the right stick up when prompted will allow you to jump the hurdle. Same as if someone hurls a punch at you, pressing a button will block or flicking the stick will evade. These QTEs organically fit with what is going on and allow you to appreciate the scenes that the game presents. You are able to sit back and watch the incredibly detailed scenes and soak in everything that is happening, as you would in an intense film - while still feeling like you have a vital role in deciding what happens and how the story pans out.
Do not pass goUnlike many games using QTEs, you are not frustratingly thrown back to the beginning of the level should you fail to match the sequence. Nothing breaks the flow of the story, there is no end game screen nor is there any wrong way to go about tasks. Events simply change and adapt to how you play the game. Decisions you make, and tasks you fail or choose to ignore, have implications down the track and the game does a brilliant job of really making you think about your actions, as they will actually affect what is going on. The game is a personal journey and its direction and ending depend on the way you play. We aren't talking different pre-rendered cut scenes either, but dramatic variations on how things go down. Main characters can die and will stay dead; closing off certain paths of the story, but opening up other ones based on the impact the death will have on the environment and the characters left behind.
The game's graphics are extremely detailed with vibrant environments setting the mood of each scene well. The dialogue is well written, natural and for the most part expertly delivered, which is vital since so much of the Heavy Rain experience is focused on it. While the main cast voice acting is spectacular, some of the supporting cast leave a little to be desired. Character models are incredibly realistic and very emotive, but other things such as clothes and objects lack the detail and animation that 's been pumped into the character's faces. Lip-syncing is mostly great but feels slightly off at times. These negative points definitely aren't deal breakers, and only really stand out because of how well everything else is realised; a testament to the quality of the experience overall.
Quantic Dream has struck a nice balance between giving the player enough freedom to determine the path that the characters will take, while also maintaining the direction that the overarching plot itself must take. The game takes around 8-10 hours to finish, which allows the intricate story enough time to develop and grow, but doesn't outstay its welcome - and really compels you to play through till all loose ends are tied up.
While not for everyone, given its reliance on story and often slow pacing, if you allow Heavy Rain the time it will draw you into its incredibly twisting, involving story and spit you out the other end with a realisation that interactive entertainment can be a viable medium to tell a dark, mature and emotional story.
Issue: 137 | June, 2012