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I have to say again while I really liked what QD tried with Fahrenheit, I found that in many cases the execution failed, particularly with how QTE's were so numerous and essentially blocking your view of what you were doing.

Now I liked what I saw here, but it implies all they've really done is reduced the intrusive nature of the prompts (in Fahrenheit sometimes your on-screen prompt literally blocked any ability to actually see what you were doing). Which is an improvement, but for me the jury's still out on how well the shown QTE really works.

Fahrenheit for me was an interesting title - almost a trial run to see what worked/didn't - and I guess a fair bit did work, and quite a fair bit didn't.

The big question (which no teaser is going to answer) is have QD learnt well enough from Fahrenheit to make Heavy Rain really good or will it represent an improvement but only a progression with its own fair number of experimental flaws?

Whatever it would appear its sure going to look good if nothing else.

I really think QTE's should be dropped totally. Instead I'd rather press L1 to switch betwen an explore mode and use sticks to move and buttons to interact and a combat mode (this could even kick in automatically) where sticks move and buttons trigger moves - so square means try and block with an object, O try and flee in direction of stick movement, and X means try and attack based on direction of stick movement.

With a good control scheme you shouldn't need on-screen prompts and QTEs. An on-screen prompt means the developer doesn't know how to give you a good control scheme.

As another example look at the couple of lame QTEs in Uncharted... they made no sense as the basic control scheme already gave you everything you needed to handle each 'set piece' when something fell towards you, etc. - having you suddenly have to press circle to dodge just felt wrong and pulled you out of the game.



Try to be reasonable... its easier than you think...