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There isn't a lot of new info here, but for those of us craving this game, you will be pleased to read it. And see the two new screenshots.

http://www.1up.com/do/previewPage?pager.offset=0&cId=3171575&p=

"We really improved the experience [compared to Indigo Prophecy] at all levels, with more interactivity, new gameplay mechanics and interfaces, high-quality sets and virtual actors, a new technology of facial motion capture, better animations, and many, many other surprises I cannot reveal now. But, believe me, what we've shown so far is nothing compared to what we're currently working on for the full game."

"We also changed the pacing of the action, asking for fewer symbols but on a fast pace. PAR (His expression for QTEs) segments are just used in certain sequences for certain actions, of course; they don't constitute the main component of the experience."

"We use the Sixaxis motion controller for violent actions requiring you to push, hit, or kick in general. Our approach to interface is really based on emulating the character's moves on the controller. We want to make the player feel the same way as his character onscreen."

"Heavy Rain's an experience about interactive narrative and emotion, and we really wanted to focus on making these core elements right. The game will support the Trophy system and may offer some kind of extra content online, but Heavy Rain is a single-player experience."

"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."

Those screenshots are wicked, except you can't see the effect of the rain on the ambulance