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Forums - Sony Discussion - Heavy Rain prediction fail

solidpumar said:
AngelosL said:
How can people find the controls complicated??You push what you see on screen!It isn't that hard :P

 

the car controls (pressing R2 to accelerate) was unecessary and dumb.


Also some HOLD buttons QTE were kind consufing for some, because there was people that thought you needed to keep holding all button of the QTE even after the button disaperead making people run out of fingers... lol

The holding button QTE were a pain in the ass even for me that am pretty acustomed to the controller a knew how the QTE worked. (climbing the dirt mountain on the demo crime scene for example)

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

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There were a lot of people that were curious about the game. Even after the demo, I was hestitant to buy, but I did and enjoyed every second that I played of that game. It's not perfect, but for what it has to offer it is worth the purchase.



-- Nothing is nicer than seeing your PS3 on an HDTV through an HDMI cable for the first time.

Just bought Heavy Rain last night, Wow the game is incredable, its right there with Mass Effect 2 in my book, even better then I thought, In Heavy Rain the first hour is a little boaring because the game is teaching you the controls, but after that Wow its amazing , and talk about replay value, you could go through this game 5-6 times easily with diffrent outcomes and endings, Sony took a chance with this one , and it was a good risk to take, Game of the Year contender, Watch



LordTheNightKnight said:
solidpumar said:
AngelosL said:
How can people find the controls complicated??You push what you see on screen!It isn't that hard :P

 

the car controls (pressing R2 to accelerate) was unecessary and dumb.


Also some HOLD buttons QTE were kind consufing for some, because there was people that thought you needed to keep holding all button of the QTE even after the button disaperead making people run out of fingers... lol

The holding button QTE were a pain in the ass even for me that am pretty acustomed to the controller a knew how the QTE worked. (climbing the dirt mountain on the demo crime scene for example)

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.

To be fair, these are the best implemented QTEs I have ever encountered. It's a bit hard to explain, but they are much better than the QTEs of God of War for example, which are just normal QTEs.



CGI-Quality said:
LordTheNightKnight said:
solidpumar said:
AngelosL said:
How can people find the controls complicated??You push what you see on screen!It isn't that hard :P

 

the car controls (pressing R2 to accelerate) was unecessary and dumb.


Also some HOLD buttons QTE were kind consufing for some, because there was people that thought you needed to keep holding all button of the QTE even after the button disaperead making people run out of fingers... lol

The holding button QTE were a pain in the ass even for me that am pretty acustomed to the controller a knew how the QTE worked. (climbing the dirt mountain on the demo crime scene for example)

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.

Jason dying was part of the story though. If you could save him, it would have taken the story in a direction that differed from the director's intentions.

Again, that's railroading and not a form of choice in the game. Besides, there are still many other possible directions that could still have fit the theme. Or perhaps it would help lead to a really bad ending, which would be one of the consequences promised from the game.

Heck, you could even keep Sean from being kidnapped. Then Ethan wouldn't even be in the story past that point, and perhaps it would be harder to stop the killer, perhaps even he gets away with killing even more kids, and you get a "Nice job breaking it, Hero" ending, another consequence of your choices.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

Around the Network
Rainbird said:
LordTheNightKnight said:
solidpumar said:
AngelosL said:
How can people find the controls complicated??You push what you see on screen!It isn't that hard :P

 

the car controls (pressing R2 to accelerate) was unecessary and dumb.


Also some HOLD buttons QTE were kind consufing for some, because there was people that thought you needed to keep holding all button of the QTE even after the button disaperead making people run out of fingers... lol

The holding button QTE were a pain in the ass even for me that am pretty acustomed to the controller a knew how the QTE worked. (climbing the dirt mountain on the demo crime scene for example)

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.

To be fair, these are the best implemented QTEs I have ever encountered. It's a bit hard to explain, but they are much better than the QTEs of God of War for example, which are just normal QTEs.

First of all, that phrase isn't about defending against criticism. It means you are stating good points in spite of the criticism, which is the context we see with The Nostalgia Critic and Zero Punctuation. In short, if you just don't agree with me, the phrase doesn't apply. I know that seems nitpicky, but I get annoyed seeing that phrase overused.

Second of all, even if they aren't split second, like God Of War or Resident Evil 4 and actually give you a moment to figure out which button to press (one of the really good gameplay aspects of Chop Till You Drop), it's still annoying to have them placed in illogical moments. Why press up on the right analog stick to open a door? I could understand fumbling with keys, but opening doors is not a pass or fail action in most real worlc circumstances, which are most of the times you open doors. I could get it if Ethan had because of something like a shaking hand due to his problems, but not the other characters.

Other moments I get, like picking up or dropping the bottle Shelby tries to use to stop the robber. But why have a QTE to raise his arms? That's not a pass or fail thing in real life either. Perhaps there could be a choise, but that logically would be a do or refuse option, not something you screw up by not pressing the shoulder buttons at the same time.

BTW, this is not singling the game out. I've been turned off by quite a few games when the controls just didn't work for me. Even Timesplitters 2, which I otherwise thought kicked ass, I ended up returning because there isn't a reticule on all the time, and the auto locking doesn't work properly. The reason that mattered is that I couldn't complete a single level that wasn't on easy because I had to go on aim mode to hit anything and would get wasted before going halfway through the level. If that game was ported to the Wii and/or PS3 with the arc controller, I would be really happy about that.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

LordTheNightKnight said:
Rainbird said:
LordTheNightKnight said:
solidpumar said:
AngelosL said:
How can people find the controls complicated??You push what you see on screen!It isn't that hard :P

 

the car controls (pressing R2 to accelerate) was unecessary and dumb.


Also some HOLD buttons QTE were kind consufing for some, because there was people that thought you needed to keep holding all button of the QTE even after the button disaperead making people run out of fingers... lol

The holding button QTE were a pain in the ass even for me that am pretty acustomed to the controller a knew how the QTE worked. (climbing the dirt mountain on the demo crime scene for example)

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.

To be fair, these are the best implemented QTEs I have ever encountered. It's a bit hard to explain, but they are much better than the QTEs of God of War for example, which are just normal QTEs.

First of all, that phrase isn't about defending against criticism. It means you are stating good points in spite of the criticism, which is the context we see with The Nostalgia Critic and Zero Punctuation. In short, if you just don't agree with me, the phrase doesn't apply. I know that seems nitpicky, but I get annoyed seeing that phrase overused.

Second of all, even if they aren't split second, like God Of War or Resident Evil 4 and actually give you a moment to figure out which button to press (one of the really good gameplay aspects of Chop Till You Drop), it's still annoying to have them placed in illogical moments. Why press up on the right analog stick to open a door? I could understand fumbling with keys, but opening doors is not a pass or fail action in most real worlc circumstances, which are most of the times you open doors. I could get it if Ethan had because of something like a shaking hand due to his problems, but not the other characters.

Other moments I get, like picking up or dropping the bottle Shelby tries to use to stop the robber. But why have a QTE to raise his arms? That's not a pass or fail thing in real life either. Perhaps there could be a choise, but that logically would be a do or refuse option, not something you screw up by not pressing the shoulder buttons at the same time.

BTW, this is not singling the game out. I've been turned off by quite a few games when the controls just didn't work for me. Even Timesplitters 2, which I otherwise thought kicked ass, I ended up returning because there isn't a reticule on all the time, and the auto locking doesn't work properly. The reason that mattered is that I couldn't complete a single level that wasn't on easy because I had to go on aim mode to hit anything and would get wasted before going halfway through the level. If that game was ported to the Wii and/or PS3 with the arc controller, I would be really happy about that.

It's all part of the immersion. Take this for example:

Why press R1 and L1 to grip an Axe? Why motion the controller down to slam it on your finger? Why does it need to be pass/fail, when you've already decided to cut off your finger? Immersion my friend, immersion.



CGI-Quality said:
LordTheNightKnight said:
CGI-Quality said:
LordTheNightKnight said:
solidpumar said:
AngelosL said:
How can people find the controls complicated??You push what you see on screen!It isn't that hard :P

 

the car controls (pressing R2 to accelerate) was unecessary and dumb.


Also some HOLD buttons QTE were kind consufing for some, because there was people that thought you needed to keep holding all button of the QTE even after the button disaperead making people run out of fingers... lol

The holding button QTE were a pain in the ass even for me that am pretty acustomed to the controller a knew how the QTE worked. (climbing the dirt mountain on the demo crime scene for example)

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.

Jason dying was part of the story though. If you could save him, it would have taken the story in a direction that differed from the director's intentions.

Again, that's railroading and not a form of choice in the game. Besides, there are still many other possible directions that could still have fit the theme. Or perhaps it would help lead to a really bad ending, which would be one of the consequences promised from the game.

Heck, you could even keep Sean from being kidnapped. Then Ethan wouldn't even be in the story past that point, and perhaps it would be harder to stop the killer, perhaps even he gets away with killing even more kids, and you get a "Nice job breaking it, Hero" ending, another consequence of your choices.

Jason's death was intentional is what I'm saying. They didn't want there to be a choice in the matter.

Then the hype about the game was lying in that regard. There was a promise of controlling every part orf the game. I don't know who started it, but the word "every" doesn't allow exceptions, and that's clearly not true in this case.

I wouldn't have minded it that much, but hype that lies about something pisses me off, no matter the medium.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

LordTheNightKnight said:
Rainbird said:
LordTheNightKnight said:

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.

To be fair, these are the best implemented QTEs I have ever encountered. It's a bit hard to explain, but they are much better than the QTEs of God of War for example, which are just normal QTEs.

First of all, that phrase isn't about defending against criticism. It means you are stating good points in spite of the criticism, which is the context we see with The Nostalgia Critic and Zero Punctuation. In short, if you just don't agree with me, the phrase doesn't apply. I know that seems nitpicky, but I get annoyed seeing that phrase overused.

Second of all, even if they aren't split second, like God Of War or Resident Evil 4 and actually give you a moment to figure out which button to press (one of the really good gameplay aspects of Chop Till You Drop), it's still annoying to have them placed in illogical moments. Why press up on the right analog stick to open a door? I could understand fumbling with keys, but opening doors is not a pass or fail action in most real worlc circumstances, which are most of the times you open doors. I could get it if Ethan had because of something like a shaking hand due to his problems, but not the other characters.

Other moments I get, like picking up or dropping the bottle Shelby tries to use to stop the robber. But why have a QTE to raise his arms? That's not a pass or fail thing in real life either. Perhaps there could be a choise, but that logically would be a do or refuse option, not something you screw up by not pressing the shoulder buttons at the same time.

BTW, this is not singling the game out. I've been turned off by quite a few games when the controls just didn't work for me. Even Timesplitters 2, which I otherwise thought kicked ass, I ended up returning because there isn't a reticule on all the time, and the auto locking doesn't work properly. The reason that mattered is that I couldn't complete a single level that wasn't on easy because I had to go on aim mode to hit anything and would get wasted before going halfway through the level. If that game was ported to the Wii and/or PS3 with the arc controller, I would be really happy about that.

Now I feel I should have gone with my original sentiment, and say that they are different (instead of the best), which is what I had in mind when I wrote "To be fair" in the first place.

Again, it's hard to explain, but I'm not a fan of QTEs for the sake of it, and I guarantee you that the QTEs in Heavy Rain work very, very well. Their execution adds to the immersion, and I don't feel that they can be put up against most other QTEs from the industry in a 1:1 comparison, because they are just... different. It's hard to explain >_>



LordTheNightKnight said:
CGI-Quality said:
LordTheNightKnight said:
CGI-Quality said:
LordTheNightKnight said:
solidpumar said:
AngelosL said:
How can people find the controls complicated??You push what you see on screen!It isn't that hard :P

 

the car controls (pressing R2 to accelerate) was unecessary and dumb.


Also some HOLD buttons QTE were kind consufing for some, because there was people that thought you needed to keep holding all button of the QTE even after the button disaperead making people run out of fingers... lol

The holding button QTE were a pain in the ass even for me that am pretty acustomed to the controller a knew how the QTE worked. (climbing the dirt mountain on the demo crime scene for example)

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.

Jason dying was part of the story though. If you could save him, it would have taken the story in a direction that differed from the director's intentions.

Again, that's railroading and not a form of choice in the game. Besides, there are still many other possible directions that could still have fit the theme. Or perhaps it would help lead to a really bad ending, which would be one of the consequences promised from the game.

Heck, you could even keep Sean from being kidnapped. Then Ethan wouldn't even be in the story past that point, and perhaps it would be harder to stop the killer, perhaps even he gets away with killing even more kids, and you get a "Nice job breaking it, Hero" ending, another consequence of your choices.

Jason's death was intentional is what I'm saying. They didn't want there to be a choice in the matter.

Then the hype about the game was lying in that regard. There was a promise of controlling every part orf the game. I don't know who started it, but the word "every" doesn't allow exceptions, and that's clearly not true in this case.

I wouldn't have minded it that much, but hype that lies about something pisses me off, no matter the medium.

It pisses me off that you've taken statements completely literally. If you could control every single thing in the game, you'll have an extremely large and complex tree of choices and routes. Nobody honestly believed what you're proposing.