Heavy Rain director David Cage has said that showing off the game at trade shows is "very difficult" because its unique gameplay isn't as easily understood as something like an FPS game.
"It's this type of game that is really difficult to demonstrate at a trade show, because when you do a shooter, it's very simple. You put that on a booth and everyone can play and everyone knows what you're talking about," said Cage.
"Here with Heavy Rain what's difficult is that it's based on emotional involvement from the player which requires some time to build. And also it requires you to be in a calm and quiet environment so you can really listen to what's going on.
"So, at the same time because it's new, it's something that has to be shown and explained in order to convince people that yes, this is playable, no it's not a movie that you watch - it's something that you play second-to-second."
I seriously can't wait for Heavy Rain. It really looks above and beyond a lot of the usual boring tripe that is being released lately.
The game looks as tense as a game could possibly be and I'm gagging to get immersed in the game, especially as it comes with four quality, character driven stories.
The last game I played that had believable characters was probably Uncharted - and before that HL2.
It reminds me of Shemnue, but without the fighting.
I'm interested in it, but I'm not sure what it's likely to turn out like. It'd be really disappointing if it's just a case of "walk about, talk to person, walk about, QTE, walk about, talk to person, QTE, etc".
I know it's hard to demonstrate character driven stories in short videos, but there still needs to be a hook beyond "look how nice and detailed our models are".
too true. It looks like a refined version of the kind of gameplay they started playing with in Fahrenheit.
Which to this day rates as one of my favourite games from last gen.
Really looking forward to this. An actual Mature game.
Not that i'm not partial to guns and blood too. Played the Wet demo last night, definately suggest people download it if they haven't already. Its ace.
I totally get what he means. It would be like jumping into a good book at a certain point and reading for a few pages. Sure you might get the general gist of it, but you're not going to get the subtleties of plot and character development that you'd get from starting from chapter 1. I am getting more and more excited about this game. I'm really getting bored to the back teeth with games that turn into a fetch quest *Looking at you inFamous and Arkham Asylum*. Sure they're fun but a game with a narrative that doesn't involve gaining powers and re-treading the same areas sounds great to me!
I'm interested in it, but I'm not sure what it's likely to turn out like. It'd be really disappointing if it's just a case of "walk about, talk to person, walk about, QTE, walk about, talk to person, QTE, etc".
I know it's hard to demonstrate character driven stories in short videos, but there still needs to be a hook beyond "look how nice and detailed our models are".
There's a developer walkthrough from the Games.con linked somewhere in the forum. Watch that. It looks brilliant.
It does look very atmospheric, and possibly 'emotional', but I do wonder how interactive it will be. The convenience store play-through they released recently looks good, in terms of graphics and characters, but it also looks a lot like a cut-scene with the occasional opportunity to do something (e.g. take something off the shelves, but only one particular thing; catch something you accidentally knock off the shelf, but again, only one particular item). If so, then I'm not sure what the replay value would be, if you have to sit through the same sequences all the time before you can do anything. Still, if the story's good ...
It does look very atmospheric, and possibly 'emotional', but I do wonder how interactive it will be. The convenience store play-through they released recently looks good, in terms of graphics and characters, but it also looks a lot like a cut-scene with the occasional opportunity to do something (e.g. take something off the shelves, but only one particular thing; catch something you accidentally knock off the shelf, but again, only one particular item). If so, then I'm not sure what the replay value would be, if you have to sit through the same sequences all the time before you can do anything. Still, if the story's good ...
The point is, you don't have to play it the same way every time. You could just stand at the back of the shop and leave the gunman and shopkeeper to sort it out between themselves. You don't have to intervene at all.
You could even wade in and try and disarm the gunman.
Maybe try and talk the gunman out of robbing the shop.
It could potentially be the most re playable adventure game of all time.
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