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Forums - Sony Discussion - Heavy Rain prediction fail

"For every little twist you can do, the entire story has to be changed up, which takes time and money to create and implement. It's not just a matter of writing the scenario."

Not every little twist. That assumes minor changes cannot create minor effects in a short term scenario like this game.

Perhaps if Jason lived after that accident, Ethan's wife left him in these two years for different reasons and they split custody. Heck, perhaps the accident still cause Ethan to have problems, even though Jason lived, so that he could still have these blackouts and still see Jason as he was with that balloon two years ago. The only thing to add would be some extra dialog and putting Jason alive and older in a few scenes.



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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"THEY ARE NOT PASS OR FAIL!"

Do you have to try some of the mundane tasks again if you don't pass the QTE? That is still defined as pass or fail. Retrying doesn't change 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:
d21lewis said:

For Lord of the night Knight:  For Heavy Rain to give you the amount of choices that you were hoping for, it wouldn't be possible on the PS3.  For that, you would need to be connected to the Matrix.  As for Jason dying (and I give you this spoiler because I don't think you will EVER play Heavy Rain):  When Jason dies at the beginning of Heavy Rain--before the title sequence, even--the Origami Killer is in the audience.  When he sees that Ethan is willing to sacrifice himself for his son, Shaun becomes a target.  That's one of the big reveals at the end.

Oh, and the movie "The Neverending Story" actually has an ending.  Don't take things so literally, in the future!!

How would that require the Matrix? It wouldn't be beyond the PS3 to just add to the scenarios. And what makes you think saving Jason would not involve throwing himself in front of Jason and succeeding? It would still give the indication you noted in the spoiler.

You're acting as though creative writing is a technical matter.

Jason's death lead to the divorce, the psychological issues, Shaun's personality change, and Madison potentially falling for Ethan.  Jason had to die.  And for every scenario, Quantic Dream would have to animate the characters, design the setting, record the voice overs, etc.  It's like you were expecting to save your son, stay with your wife, never have your other son get kidnapped, and pretty much avoid any kind of stress and strife whatsoever.  The Sims is already on store shelves!  This game is about the choices you make to save your son and stop a killer.

And for your other arguments about the context sensitive controls:  They're analog control.  That means that there's a difference between drinking slowly and drinking fast, opening a door slowly or slamming it closed, opening a window or second guessing whether that's what you want to do, etc.  In the context of the game, they all make perfect sense.  For me to try to convince you to play a game that you have no intention of playing would be a waste of your time and mine.  Just let the fact that most people who play the game (even the skeptics) come away very impressed (I played the first 30 minutes for my girlfriend and she was blown away by the immersion.) speak for itself.

It's your loss, really.  I was blown away repeatedly.



"The game really does require some playtime to fully get it. I understand you expected more of it, though the developers never said the game was completely based on choices, but that was the general idea. Of course the ENTIRE game isn't choice but most got the idea."

The gameplay problem isn't expecting more as much as expecting less, cutting the control fluff in this case.

As for the story, I could handle some railroading, just be honest about it. This isn't the first game where loads of choices are promised and the choices are less than the hyperbole implied.



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:
"For every little twist you can do, the entire story has to be changed up, which takes time and money to create and implement. It's not just a matter of writing the scenario."

Not every little twist. That assumes minor changes cannot create minor effects in a short term scenario like this game.

Perhaps if Jason lived after that accident, Ethan's wife left him in these two years for different reasons and they split custody. Heck, perhaps the accident still cause Ethan to have problems, even though Jason lived, so that he could still have these blackouts and still see Jason as he was with that balloon two years ago. The only thing to add would be some extra dialog and putting Jason alive and older in a few scenes.

You're faulting the game because you can think of something that the developer didn't?  Wow.

 

And the QTE's aren't pass fail, exactly.  If you want to open a door in real life, there's one way to do it.  If don't do it that way (turn the knob the right way) then, do it again til you get it right.  At the same time, missing a punch in a fight may result in you getting hit but it doesn't exactly mean you'd lose a fight.  And, in the game, if you did lose a fight (or even die) the game would still go on. 



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Again, unless slamming a door or closing it has some actual consequence, it's still fluff. This isn't because of this game. It's in many games where I just pass on something because it's fluff. I've passed on things in Crystal Bearers, which I do own and like, because they are fluff.



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:
"THEY ARE NOT PASS OR FAIL!"

Do you have to try some of the mundane tasks again if you don't pass the QTE? That is still defined as pass or fail. Retrying doesn't change that.

No you don't. For something as simple as the door, once you have done the little slide with thumb three times in the game, it's just second nature, and takes a splitsecond to perform. It's just a much better way for having immersion than pressing a button, where there is zero corellation between the movements you do and the ones performed on screen.

If you're in a fight, the fight will continue even if you miss a prompt. If you miss enough, you might die/lose, but a single button press is rarely what will make the difference.



"You're faulting the game because you can think of something that the developer didn't? Wow."

No, I was responding to the claim that putting those in would have not worked with the game. I was just presenting a hypothetical situation. Where did I say that took away from the game? What took away from the game was the promise of choices and lack of mention of railroading.

You can have those things, but don't tell me you've giving me something else.



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

Well I know one thing is for sure. Heavy Rain was talked and praised about on Youtube by sxephil and Blunty3000, which are 2 highly subscribed users.

I'm sure more than just them said anything about it on Youtube and as we all know Youtube is one of the most watched websites on the internet.

Take that with a grain of salt.



  • 2010 MUST Haves: WKC, Heavy Rain, GoWIII, Fable III, Mass Effect 2, Bayonetta, Darksiders, FFXIII, Alan Wake, No More Heroes 2, Fragile Dreams: FRotM, Trinity: SoZ, BFBC2.
  • Older Need To Buys: Super Mario Bros. Wii, Mario Kart Wii, Deadspace, Demon's Souls, Uncharted 2.

There is definitely more to list that I want, but that's my main focus there.

"For something as simple as the door, once you have done the little slide with thumb three times in the game, it's just second nature, and takes a splitsecond to perform."

I didn't ask if it would become easier. I asked if not doing it right would mean you have to retry opening the door.

"It's just a much better way for having immersion than pressing a button, where there is zero corellation between the movements you do and the ones performed on screen."

Again, It's NOT that you press up. It's that you can screw up pressing up and have to retry opening the door. I've seen loads of videos that show just that. So unless you can prove those videos are false, it's still an aspect of the game I am entitled to not like.

"If you're in a fight"

I'm NOT DISCUSSING THE NON-MUNDANE PARTS. So stop bringing those up, as though those magically negate the inclusion in the mundane parts.



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