Here is one Extra for the people who think its a Movie and not a game.
This third video you posted doesn't change anything. I've watched this several times because the grafix are good and the atmosphere is very nice. But fact is that it's an interactive movie. Yes, you can call it a game too, I don't mind. But interactive movie is the most accurate descritption in my opinion, but there's nothing wrong with that. For a budget price I would probably get this game (say, the price of two DVD movies - $30-40).
The camera is fixed and all the scenes are very static (similar to MGS4 cut-scenes). From a gameplay mechanic point of view it's just like the conversation game play in Mass Effect - you typically have three or four dialogue choices which make a particular scene branch off in different directions, but that's it. The little walking around in that grocery store, just like the movement in all the other levels in this game, is only cosmetic.
Did you watch the gameplay where you get caught by the robber, and you can engage in the right (or wrong dialogue with him)? And as a result you could save the robber's life (or as the Private Eye, Shelby?, said helped him not 'fuck up his life')? I'll bet you that if you save the robber's life, he'll play some role in the future.
Or what'll happen if you just hid and let the shop keeper get shot? Could we then break into the back door and discover even more than we could have by stopping the robbery?
Just loke roles in Mass Effect were u can have sex with an alien or choose not to.
Listen, I actually said that the little freedom of movement was cosmetic, not the dialogue choices and outcomes. But the only thing you and Pullus have done now by protesting is to expose the game's weak spots further - actually the scene changes are quite meaningless too. They don't change the overall story much. The dialogie lines in the end of this scene was the same by Hassan and FBI agent in both cases - no matter if they let robber flee or he lies unconscous on the floor - he takes out his little box etc and the scene is exactly the same, finishing with:
"...there's at least some goodness in this world"
Like I said, I'm sure that if you save the robber's life he'll play some role, wether you play as the same character or not. Perhaps you'll be playing as the journalist, and she meets, on a sunny bright day, the person we saw as some dirty criminal playing with his daughter? Maybe the guy's daughter gets kidnapped as well.
I don't know, and I may be wrong, but that's the point. We DON'T KNOW what the significance is of the player's action in the store, because we're unable to see its long term effects. You're right. In the short term, you get the box. But in the long term, we do not know what the consequences of saving or arresting the robber will do.
The consequences will be very small.
In the robber case, obviously he will show up later in the game - why wouldn't a developer use such an opportunity of surprise and 'wow'-moments?
I can imagine they squeeze the robber into another scene - he will for sure come by and say 'thank you, you changed my life that day' so we learn that he's changed his ways, but it won't affect that scene's outcome.
Wanna bet? I'll bet 1 month sig control that the robber shows up in a scene later thanking the player, but it's only cosmetic for the particular scene and the rest of the game. (it will not be something meaningful like robber comes and saves your life or helps you in another way to move a scene further)
Akvod said: And I made the comparison before, of Heavy Rain being akin to a Visual Novel. And guess what Visual Novels, which involve even LESS than what Heavy Rain does (just reading and making choices at a flag point), are considered? That's right, a sub-genre of Adventure games.
If Visual Novels are considered adventure games, then Heavy Rain is definitely one.
Here is one Extra for the people who think its a Movie and not a game.
This third video you posted doesn't change anything. I've watched this several times because the grafix are good and the atmosphere is very nice. But fact is that it's an interactive movie. Yes, you can call it a game too, I don't mind. But interactive movie is the most accurate descritption in my opinion, but there's nothing wrong with that. For a budget price I would probably get this game (say, the price of two DVD movies - $30-40).
The camera is fixed and all the scenes are very static (similar to MGS4 cut-scenes). From a gameplay mechanic point of view it's just like the conversation game play in Mass Effect - you typically have three or four dialogue choices which make a particular scene branch off in different directions, but that's it. The little walking around in that grocery store, just like the movement in all the other levels in this game, is only cosmetic.
Did you watch the gameplay where you get caught by the robber, and you can engage in the right (or wrong dialogue with him)? And as a result you could save the robber's life (or as the Private Eye, Shelby?, said helped him not 'fuck up his life')? I'll bet you that if you save the robber's life, he'll play some role in the future.
Or what'll happen if you just hid and let the shop keeper get shot? Could we then break into the back door and discover even more than we could have by stopping the robbery?
Just loke roles in Mass Effect were u can have sex with an alien or choose not to.
Listen, I actually said that the little freedom of movement was cosmetic, not the dialogue choices and outcomes. But the only thing you and Pullus have done now by protesting is to expose the game's weak spots further - actually the scene changes are quite meaningless too. They don't change the overall story much. The dialogie lines in the end of this scene was the same by Hassan and FBI agent in both cases - no matter if they let robber flee or he lies unconscous on the floor - he takes out his little box etc and the scene is exactly the same, finishing with:
"...there's at least some goodness in this world"
Like I said, I'm sure that if you save the robber's life he'll play some role, wether you play as the same character or not. Perhaps you'll be playing as the journalist, and she meets, on a sunny bright day, the person we saw as some dirty criminal playing with his daughter? Maybe the guy's daughter gets kidnapped as well.
I don't know, and I may be wrong, but that's the point. We DON'T KNOW what the significance is of the player's action in the store, because we're unable to see its long term effects. You're right. In the short term, you get the box. But in the long term, we do not know what the consequences of saving or arresting the robber will do.
The consequences will be very small.
In the robber case, obviously he will show up later in the game - why wouldn't a developer use such an opportunity of surprise and 'wow'-moments?
I can imagine they squeeze the robber into another scene - he will for sure come by and say 'thank you, you changed my life that day' so we learn that he's changed his ways, but it won't affect that scene's outcome.
Wanna bet? I'll bet 1 month sig control that the robber shows up in a scene later thanking the player, but it's only cosmetic for the particular scene and the rest of the game. (it will not be something meaningful like robber comes and saves your life or helps you in another way to move a scene further)
I could see that happening, but I can also see many possible ways that the robber could play a positive, or negative role.
I'm not denying that that could happen, but again that goes back to my point, we don't know. We'll have to play the game in order to know whether or not our choices our meaningful, how complex the game and story is, and if this is indeed a good game.
But, judging by what the Quantic Dream say about their previous games and their stories, I'll be giving the benefit of doubt to Heavy Rain, QD, and David Cage. I think that you should too, as there's no reason why they won't continue what they're good at doing: making an adventure game with an excelent story and engrossing characters.
Here is one Extra for the people who think its a Movie and not a game.
This third video you posted doesn't change anything. I've watched this several times because the grafix are good and the atmosphere is very nice. But fact is that it's an interactive movie. Yes, you can call it a game too, I don't mind. But interactive movie is the most accurate descritption in my opinion, but there's nothing wrong with that. For a budget price I would probably get this game (say, the price of two DVD movies - $30-40).
The camera is fixed and all the scenes are very static (similar to MGS4 cut-scenes). From a gameplay mechanic point of view it's just like the conversation game play in Mass Effect - you typically have three or four dialogue choices which make a particular scene branch off in different directions, but that's it. The little walking around in that grocery store, just like the movement in all the other levels in this game, is only cosmetic.
Did you watch the gameplay where you get caught by the robber, and you can engage in the right (or wrong dialogue with him)? And as a result you could save the robber's life (or as the Private Eye, Shelby?, said helped him not 'fuck up his life')? I'll bet you that if you save the robber's life, he'll play some role in the future.
Or what'll happen if you just hid and let the shop keeper get shot? Could we then break into the back door and discover even more than we could have by stopping the robbery?
Just loke roles in Mass Effect were u can have sex with an alien or choose not to.
Listen, I actually said that the little freedom of movement was cosmetic, not the dialogue choices and outcomes. But the only thing you and Pullus have done now by protesting is to expose the game's weak spots further - actually the scene changes are quite meaningless too. They don't change the overall story much. The dialogie lines in the end of this scene was the same by Hassan and FBI agent in both cases - no matter if they let robber flee or he lies unconscous on the floor - he takes out his little box etc and the scene is exactly the same, finishing with:
"...there's at least some goodness in this world"
Like I said, I'm sure that if you save the robber's life he'll play some role, wether you play as the same character or not. Perhaps you'll be playing as the journalist, and she meets, on a sunny bright day, the person we saw as some dirty criminal playing with his daughter? Maybe the guy's daughter gets kidnapped as well.
I don't know, and I may be wrong, but that's the point. We DON'T KNOW what the significance is of the player's action in the store, because we're unable to see its long term effects. You're right. In the short term, you get the box. But in the long term, we do not know what the consequences of saving or arresting the robber will do.
The consequences will be very small.
In the robber case, obviously he will show up later in the game - why wouldn't a developer use such an opportunity of surprise and 'wow'-moments?
I can imagine they squeeze the robber into another scene - he will for sure come by and say 'thank you, you changed my life that day' so we learn that he's changed his ways, but it won't affect that scene's outcome.
Wanna bet? I'll bet 1 month sig control that the robber shows up in a scene later thanking the player, but it's only cosmetic for the particular scene and the rest of the game. (it will not be something meaningful like robber comes and saves your life or helps you in another way to move a scene further)
I could see that happening, but I can also see many possible ways that the robber could play a positive, or negative role.
I'm not denying that that could happen, but again that goes back to my point, we don't know. We'll have to play the game in order to know whether or not our choices our meaningful, how complex the game and story is, and if this is indeed a good game.
But, judging by what the Quantic Dream say about their previous games and their stories, I'll be giving the benefit of doubt to Heavy Rain, QD, and David Cage. I think that you should too, as there's no reason why they won't continue what they're good at doing: making an adventure game with an excelent story and engrossing characters.
I gave you a very specific bet but you chickened out because you know I'm right.
Touché.
The choices simply don't have such dramatic consequences as you describe, because it would be a far too big game with complex algoritms to program. There's 4 main characters and they each have two or three very different endings, just like Bioshock, but the total 10 hours travel to the endings is only with cosmetic differences (squeeze in short cut-scenes here and there, just like dialogue is altered and cut-scenes are squeezed into Mass Effect and even Oblivion).
CGI-quality, will you stop replying to every single post? Are you some kind of police over here? Scensoring any discussion about Heavy Rain that doesn't praise it to the skies.
"This third video you posted doesn't change anything. I've watched this several times because the grafix are good and the atmosphere is very nice. But fact is that it's an interactive movie. Yes, you can call it a game too, I don't mind. But interactive movie is the most accurate descritption in my opinion, but there's nothing wrong with that. For a budget price I would probably get this game (say, the price of two DVD movies - $30-40).
The camera is fixed and all the scenes are very static (similar to MGS4 cut-scenes). From a gameplay mechanic point of view it's just like the conversation game play in Mass Effect - you typically have three or four dialogue choices which make a particular scene branch off in different directions, but that's it. The little walking around in that grocery store, just like the movement in all the other levels in this game, is only cosmetic."
And you CGI, are just calling me negative, unaccurate and stuff, but you are not specific in any way. Correct me if I am wrong then! Prove something.