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Forums - Gaming Discussion - OH MY GOD, HEAVY RAIN IS SO AWESOME

My reactions were a little mixed:

1 - liked the tone and feel and the sense of something a little more genuinely 'mature'

2 - the dialogue was okay but not quite as good as I'd hope. However the demo is two 'scenes' out of context so in normal flow it might be better

3 - the graphics very very good and convincing, certainly 'up there' for what they convey

4 - the different choices flow well (trying a few different paths) with little sense of the normal 'puase' that takes place in titles like this (for example in ME characters 'snapping' from one animation to another to respond to your choice). However, the actual delivery of some lines contained odd pauses for no apparent reason, go figure

5 - the flow of action depending on the QTE respond was very good, with no sense of the animation jumping to keep up with whether you hit or miss

6 - on the other hand, I just don't like the QTE approach. During the fight I never felt I got to watch the actual visual event because I was so carefully watching for my QTE prompt. I remain very negative on QTE as an input (everywhere, hating it in GoW and other titles for the same reason) and feel a better control scheme must be possible while having this type of experience

7 - I did like an actual investigation (albeit brief) where it felt like I was investigating rather than the usual pointless hand holding in every other title with any similar element I've played (such as Condemned). Here I felt like it was up to me to look around and actually find stuff (or not) depending upon my own desire to do so.

So all in all I'm interested, and will definitely get the game, but I'm really not sold on the QTE input method.



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The game isn't a day one buy for me, but I will be getting it at some point! I wasn't thrilled with holding R to walk as I kept forgetting in the demo, but the game kind of reminds me of the old school point and click games without the point and click!



@ reasonable: you'll be into the QTE a bit more when you've connected with the story and chars imho. You are so into the QTE's then, that they don't seem to matter, it's a means of survival, your chance to help your chars. Better than "oh, he's almost dead, let's press O now", like in God of War.



CGI-Quality said:
^ ^ Another take! Man, the next 10 days are going to go too slow

I heard it got delayed ;) :p



CGI-Quality said:
Reasonable said:
My reactions were a little mixed:

1 - liked the tone and feel and the sense of something a little more genuinely 'mature'

2 - the dialogue was okay but not quite as good as I'd hope. However the demo is two 'scenes' out of context so in normal flow it might be better

3 - the graphics very very good and convincing, certainly 'up there' for what they convey

4 - the different choices flow well (trying a few different paths) with little sense of the normal 'puase' that takes place in titles like this (for example in ME characters 'snapping' from one animation to another to respond to your choice). However, the actual delivery of some lines contained odd pauses for no apparent reason, go figure

5 - the flow of action depending on the QTE respond was very good, with no sense of the animation jumping to keep up with whether you hit or miss

6 - on the other hand, I just don't like the QTE approach. During the fight I never felt I got to watch the actual visual event because I was so carefully watching for my QTE prompt. I remain very negative on QTE as an input (everywhere, hating it in GoW and other titles for the same reason) and feel a better control scheme must be possible while having this type of experience

7 - I did like an actual investigation (albeit brief) where it felt like I was investigating rather than the usual pointless hand holding in every other title with any similar element I've played (such as Condemned). Here I felt like it was up to me to look around and actually find stuff (or not) depending upon my own desire to do so.

So all in all I'm interested, and will definitely get the game, but I'm really not sold on the QTE input method.

I'm glad you were open about the QTEs. Sure, I don't mind them but they can be tedious in other games. Still sounds like the experience I was looking for though.

Based on the demo I'd say QD have improved in leaps and bounds in using QTE type inputs from Farenheit, and the way the action/dialogue flows is very, very good.  I was really impressed how no matter what I did during the fight it always seemed to flow naturally.  I doubt that was easy to achieve and respect the effort a great deal.  I was also impressed at small touches like different damage depending on how well you fought, or mud smears (as the FBI investigator) on your clothes if you slipped and fell during the investigation scene.

I also liked the way you could 'listen' to your characters thoughts, that was very good.

What I'd like is an option to remove the on-screen prompts, at least for obvious stuff, like say kneeling.  I know to pull down on the stick to kneel, I don't need a prompt for that.  I figure that once you play for a while you'll get the rythm of the input, and learn to see both the game and the prompt at the same time, but when you can have a game like this (which I really like the concept of) without any on-screen prompts then I reckon the developers will have nailed it.

It was nice to play something that felt different and consistent to itself vs genre staple 10456 though, and concerns about the input notwithstanding that alone makes this game a good thing for me.



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The only thing I liked was the fighting the intensity,not knowing whether the next blow will end it,countering,doging,Fighting in heavy rain=win!



Reasonable said:
CGI-Quality said:
Reasonable said:
My reactions were a little mixed:

1 - liked the tone and feel and the sense of something a little more genuinely 'mature'

2 - the dialogue was okay but not quite as good as I'd hope. However the demo is two 'scenes' out of context so in normal flow it might be better

3 - the graphics very very good and convincing, certainly 'up there' for what they convey

4 - the different choices flow well (trying a few different paths) with little sense of the normal 'puase' that takes place in titles like this (for example in ME characters 'snapping' from one animation to another to respond to your choice). However, the actual delivery of some lines contained odd pauses for no apparent reason, go figure

5 - the flow of action depending on the QTE respond was very good, with no sense of the animation jumping to keep up with whether you hit or miss

6 - on the other hand, I just don't like the QTE approach. During the fight I never felt I got to watch the actual visual event because I was so carefully watching for my QTE prompt. I remain very negative on QTE as an input (everywhere, hating it in GoW and other titles for the same reason) and feel a better control scheme must be possible while having this type of experience

7 - I did like an actual investigation (albeit brief) where it felt like I was investigating rather than the usual pointless hand holding in every other title with any similar element I've played (such as Condemned). Here I felt like it was up to me to look around and actually find stuff (or not) depending upon my own desire to do so.

So all in all I'm interested, and will definitely get the game, but I'm really not sold on the QTE input method.

I'm glad you were open about the QTEs. Sure, I don't mind them but they can be tedious in other games. Still sounds like the experience I was looking for though.

Based on the demo I'd say QD have improved in leaps and bounds in using QTE type inputs from Farenheit, and the way the action/dialogue flows is very, very good.  I was really impressed how no matter what I did during the fight it always seemed to flow naturally.  I doubt that was easy to achieve and respect the effort a great deal.  I was also impressed at small touches like different damage depending on how well you fought, or mud smears (as the FBI investigator) on your clothes if you slipped and fell during the investigation scene.

I also liked the way you could 'listen' to your characters thoughts, that was very good.

What I'd like is an option to remove the on-screen prompts, at least for obvious stuff, like say kneeling.  I know to pull down on the stick to kneel, I don't need a prompt for that.  I figure that once you play for a while you'll get the rythm of the input, and learn to see both the game and the prompt at the same time, but when you can have a game like this (which I really like the concept of) without any on-screen prompts then I reckon the developers will have nailed it.

It was nice to play something that felt different and consistent to itself vs genre staple 10456 though, and concerns about the input notwithstanding that alone makes this game a good thing for me.

I can indeed say they did put a lot of effort into the flow. The Preview version had different input-sequences and they changed it for the review version, and those felt more natural.



I haven't played it, but from the footage I've seen, it reminds me of the Shenmue series.
From reviews I didn't notice any criticism in the QTEs, which was a hugely debated system in Shenmue.
Is it really any better? (It's receiving better composite review scores than Shenmue, a series which I loved) Or is it the HD visuals?



                          GETTIN' CHRONOCRUNK

Reasonable said:
My reactions were a little mixed:



6 - on the other hand, I just don't like the QTE approach. During the fight I never felt I got to watch the actual visual event because I was so carefully watching for my QTE prompt. I remain very negative on QTE as an input (everywhere, hating it in GoW and other titles for the same reason) and feel a better control scheme must be possible while having this type of experience


What do you think it would be like with a motion control interface like Arc or Wiimote or alternatively a camera based interface like Natal? Would you say its due to the limitations of the controller and a completely different interface may be more intuitive and work a lot better?



Tease.

I thought the way walking was handled made a lot of sense and worked well.

People are already accustomed to walking with the left stick and looking with the right. The right stick in this game is used for commands that involve moving the hands and it feels natural that way. So camera movement is moved to the left stick [minus R2].

Holding R2 while using the left stick doesn't feel weird at all. Unless you're a dude with some serious issues when it comes to 7th Gen racing titles.



4 ≈ One