Caris Posted May 26, 2009 Posted May 26, 2009 (edited) I just with all the games on the PS3 were like Ghost Squad or Excitebots, then I know the PS3 would be next gen. Edited May 26, 2009 by Caris
Shino Posted May 26, 2009 Posted May 26, 2009 This is getting overly defensive. I play other games besides the Wii, you know?
Dan_Dare Posted May 26, 2009 Posted May 26, 2009 Massive damages to my weak points. I guess I have a different view of how games should be. I'm just saying you're ignoring the progress that Heavy Rain might represent for stuff like story telling, direction and adult tones in gaming. You don't always need the best physics engine or real time explosions to push the envelope. as for what games should be: Games have been around a lot longer than videogames.
Choze Posted May 26, 2009 Posted May 26, 2009 To be fair we dont know much about the game yet. Unless i missed something.
flameboy Posted May 26, 2009 Posted May 26, 2009 I'm just saying you're ignoring the progress that Heavy Rain might represent for stuff like story telling, direction and adult tones in gaming. You don't always need the best physics engine or real time explosions to push the envelope. as for what games should be: Games have been around a lot longer than videogames. I agree with this, not to diminish what better graphics or physic engines do for immersing players into the game but Heavy Rain's approach is far more impressive to me. Yes Heavy Rain has great graphics but these are by no means the focal point of development. After the starting point that Fahrenheit provided for this kind of gaming I am interested how they take the good ideas and push them further, take the bad ideas and either scrap them or improve them and also see what new fresh and innovative ideas they can bring to the table.
Daft Posted May 26, 2009 Author Posted May 26, 2009 (edited) An interesting read on Eurogamer, Before embarking on Heavy Rain, David Cage - adventure-game auteur and chief of the Quantic Dream studio - made Fahrenheit. A similarly daring exercise in interactive narrative, known as Indigo Prophecy in the US, Fahrenheit is remembered with equal amounts of fondness and embarrassment by gamers, sometimes at the same time. Turns out Cage himself is no different. Discussing Heavy Rain with him for today's hands-on preview, your correspondent asked a simple question: "What are you able to do this time with Heavy Rain that you weren't with Fahrenheit?" His answer was so detailed and so disarmingly frank, we thought we'd repeat it in full. "Oh my God, pretty much everything to be honest with you. Fahrenheit was really a first try. I mean, we didn't know what we were doing... well yeah, there were a couple of things we wanted to do. We wanted to allow the player to play physically with the story. This was one of the goals of Fahrenheit. We wanted also to create a couple of emotional situations where you would have moral choices. And most of all, we wanted to break with old game paradigms: game mechanics, no weapons, no cars, no puzzles, just choices. This is what we managed to do with Fahrenheit. "But apart from that... it was very technical to write, to be honest with you. And at some points I would get a little bit lost between the technique of writing it, and... the scope and the inspiration. [With Heavy Rain], I got the feeling I had a better understanding of what I was writing. I assigned the right amount of time to do it, much more time, I spent a year just writing; I worked with Hollywood script doctors, showed them my script, and they really criticised it, told me to change many things. It was really valuable, I really learned a lot doing this. "And the technology, oh my God. We are one platform only. It's still proprietary technology, same as Fahrenheit was, but Fahrenheit was our first console game. It was on three platforms at the same time, the platform changed in the middle of the development and suddenly it was a PlayStation 2 lead so we had to rethink everything. Here, it's PlayStation 3 from day one, one platform, so you can really work on the technology knowing what the final platform will be, so you can optimise everything and think about the technology for that platform. "You can also think about the interface for the controls, because you know what the controller's going to be. When you work on three platforms you have to make it work with a mouse and with a PlayStation 2 controller, I mean what's in common between these two controllers? Nothing. "So we had more time to write, I think the story's much better. The graphics are really, really much better because we spent so much time working on the tools and the pipelines and the technology behind it. It's the same graphics team, but they were so frustrated with Fahrenheit because they were really talented, and maybe the final game, because of all the constraints, didn't do them full justice. And here with Heavy Rain, they just do what they are capable of doing. And this [scene] is not the nicest environment and characters, we've done much better than that. "The interface. I think with Fahrenheit, there are many very interesting ideas, all the things with controlling the moves with the stick, it worked quite well... but all the simon-says parts with the big bar didn't work that well. So here, on Heavy Rain, we changed the interface. Instead of asking the player to look at the top of the screen to know, OK I want to interact with this, I'm supposed to do that... Here, we implemented everything in the same place. You know, I want to interact with this, and you just look, and OK, you know how. Everything is in the same glance. "So it's much more fluid, and what is really surprising... we've of course done some playthroughs with focus test groups, and when they play, after a couple of minutes they forget about the navigation system, that it's really different. It becomes so natural that they just follow the story and they forget about the controls. So I think that the interface works much, much better than on Fahrenheit. "And yeah, one last thing, I talked about the quality of the story... I think it works much better. It's more detailed, there's no supernatural element, it's just down-to-earth and there's real people and real situations, and I think that's great. Much better. And I think also it's probably the first thing I write for a game that relates to my personal life, and I hope that people feel that. That there's someone trying to tell a real story that relates to him. "And what's really interesting about the story is that Sony took it worldwide in all territories, including Japan, before they could see anything, mainly based just on the story. What got many people within the group interested is the fact that the story was so unusual. So it's a good sign I think; there are some universal values in the story, some interest that I hope is going to reflect in the interest players have for it." Also a few intereting bits from the hands on. The first thing we learn is that Heavy Rain will have four lead characters, and you'll play through their scenes in turn as you move chronologically through the events of four days. Each will have a different angle on the story, and we'll be introduced to them all in the coming previews. On whether the other characters will work the same as Jayden (FBI Bloke) with the ARI glasses, "No, not systems, but they have different personalities, different backgrounds, and they can do different things. They have access to different parts of the story also, and they can deal in different ways with different situations. Jayden is not a template. Each one is unique." On motion controls, Sixaxis shake is used in appropriately desperate moments, but otherwise motion control seems to have been stripped back from the Taxidermist demo. On difficulty, There will be three difficulty levels, which will determine how precise your timing needs to be, and the variety of moves you'll need to pull off. On other shit, There are some more neat integrations of interface and display. Pressing L2 brings up Jayden's thoughts as words revolving around him - "cold", "withdrawal", "Shaun". Each is matched with a button that will trigger a voiceover, mixing emotional colour with plot hints. If the character is calm, they revolve slowly and are legible, but in stressful situations the words will move fast and letters will blur to emulate confusion and make it harder to "think". On DEATH!! If he [Jayden] does [die], that's it, his story ends and you won't go back and restart (well, you might get a couple more tries first). You'll miss his perspective on the story, you'll miss trails and leads, and the other threads will be affected. This is a very brave decision by Quantic. At a stroke it eliminates the repetitive nature of cinematic "quick time event" games that breaks their narrative flow; normally you're left stuck in a loop until you've met the (often frustrating) conditions for success, but Heavy Rain just accepts that's what's happened, and moves on. But, we wonder, will gamers be able to overcome their endlessly conditioned instinct to try and try again, save every character and see it all? Won't that necessarily be the "best" story? Cage suggests not. "We don't want to stop it, the goal is not to frustrate [the player]," he says. "But we want to convince him that it's in his benefit and his interest not to play the game that way. Maybe we'll fail, I don't know... But I think the best story is maybe not with all four characters alive." http://www.eurogamer.net/articles/heav-rain-hands-on?page=3 Yeah, a lot of text, I know. It's most the important bits though. Hope that helps anyone still not getting it. Edited May 26, 2009 by Daft
Daft Posted June 3, 2009 Author Posted June 3, 2009 New, and very cool, trailer on PSN. Everyone check it out.
dwarf Posted June 3, 2009 Posted June 3, 2009 Is it this one? If so it made me realise how awesome this could be, the whole story control element - it will be gripping. I don't know why I got turned on by the fact you could make that woman strip in order to change events...
Daft Posted June 3, 2009 Author Posted June 3, 2009 Yeah, that's the one. Just great to see not just isolated scenes. I'm very excited about it.
dwarf Posted June 3, 2009 Posted June 3, 2009 When is it sheduled for release. I haven't really bought many unconventional non-formulated games before, so it's going to feel like spending money in a different way. I think I can tell it's going to be worth shelling out because of the experience it puts you through. Non-game of the year 2009?
Daft Posted June 3, 2009 Author Posted June 3, 2009 I think it's been pushed back to 2010. Not sure though.
dwarf Posted June 3, 2009 Posted June 3, 2009 Yeah it's disturbing how I want that female character strip. No questions what I'll do in my first play-through. I'm an asshole. Does depend on what the game allows.
dwarf Posted June 10, 2009 Posted June 10, 2009 http://ps3.ign.com/objects/811/811232.html'>More Heavy Rain News & Previews</a></div>&allownetworking="all"' type='application/x-shockwave-flash' width='425' height='279' > The guy playing may is made of pussy juice but it looks interesting. Following parts play automatically, like normal. It's raining heavily here right now.
Diageo Posted June 10, 2009 Posted June 10, 2009 Am I the only one that things that woman is really ugly and stoned looking?
flameboy Posted June 10, 2009 Posted June 10, 2009 Am I the only one that things that woman is really ugly and stoned looking? pretty much yeah...
Diageo Posted June 11, 2009 Posted June 11, 2009 Well I'll probably still make her strip for the fun of it.
Guest Maase Posted June 15, 2009 Posted June 15, 2009 My brother will buy the PS3 on 2009 just because OF THIS GAME. That's insane... However, he's a big Quantic Dream's whore, so doesn't surprise me.
Daft Posted June 29, 2009 Author Posted June 29, 2009 Heavy Rain: Not “In Line†With Trophies Guillaume de Fondaumiere, co-CEO of Quantic Dream, makers of the highly anticipated Heavy Rain, talked recently about how Heavy Rain, and how they are trying to implement trophies. “We haven’t figured out, as of yet, how the trophy system is going to work. It’s not necessarily a game that is conceptually in line with what trophies should do. “Again, it’s not about succeeding or failing. It’s not about doing the right thing or doing the wrong thing. It’s about the journey. The journey is the most important thing. So, to a certain degree, I would say we’re not rewarding the players in a conventional way. The reward is the emotional experience, is how good the story is from the player’s perspective. “I guess it should be the other way around. It should be gamers giving us trophies (grins) rather than us giving players trophies!†Don’t fret, as Fondaumiere stated that his company isn’t giving up, and trophies will be in the game. “But we’ll of course support trophies and we’re trying to find the right way to integrate trophies into the game.†http://playstationlifestyle.net/2009/06/29/heavy-rain-not-in-line-with-trophies/ Interesting. It's a good sign that the game isn't going to be the usual.
dwarf Posted June 29, 2009 Posted June 29, 2009 Well I don't think it quite works when you get a trophy 'bling' in the middle of the story or action sequences whatever. Maybe they'll try and make it so that they are given in the loading screen or something. I agree with the guy though, it's not like you should be rewarded as a result of playing the game, the reward is in the experience. And cheeky use of quick-time events.
flameboy Posted June 29, 2009 Posted June 29, 2009 This is a game intended for more that one playthrough though isn't it? So perhaps rewarding all the trophies at the ending based on what you have done what plot threads you followed etc...is the way forward....Totally different kind of game but remember that that is what Linger in the Shadows did and I thought it was effective.
Daft Posted August 7, 2009 Author Posted August 7, 2009 Heavy Rain Interview With Guillaume De Fondaumiere, Co-CEO Of Quantic Dream
Happenstance Posted August 19, 2009 Posted August 19, 2009 Im really looking forward to this but ive gotta admit, with all the videos ive watched so far, im still a bit confused on when you are supposed to press certain buttons. They always seem to be up on the screen for quite a while.
Daft Posted August 20, 2009 Author Posted August 20, 2009 Just watched the trailer on PSN. Looks excellent. I hope it delivers.
Daft Posted August 24, 2009 Author Posted August 24, 2009 Heavy Rain Eyes On: Meet Scott Shelby, Private Eye Quantic Dream's Guillaume de Fondaumièr offered us our third official look at the developer's PlayStation 3 game Heavy Rain at Gamescom, showing us just a few of the many possibilities that await us in the hi-def choose your own adventure. Since Quantic Dream had already thoroughly teased the adventures of newly revealed character Ethan Mars at Sony's Gamescom press conference, our demo focused on the fourth and final playable character, Scott Shelby. In Heavy Rain, Shelby's been hired to do a little detective work on the Origami Killer, in service to those who have long lost loved ones to the mysterious serial killer. The Shelby segment shown to us didn't reveal much of the game's story line, instead putting a heavy emphasis on its characters and the consequences of their choices. The brief scene was set in a convenience store run by a man named Hassan, father of one of the Origami Killer's victims. Shelby's there to interview Hassan, but the private dick finds it hard to get anything out of the shop owner who is clearly still hurting from the loss of his son. Shelby's solution? Make use of his proximity to convenience and pick up some asthma inhalers. Whilst shopping for said inhalers, Hassan's Shop is robbed by a young and jittery thief. Shelby, luckily out of sight, has a choice to make. Fondaumièr showed us the results of one of those choices, with Shelby slowly creeping down one of the store aisles directly behind the thief. Along the way, Shelby nearly knocked over what appeared to be a box of detergent, but Fondaumièr was dexterous enough to catch it via an on-screen prompt, quietly replacing the box. He then, just as quietly, pulled a bottle of booze from the shelf to his left. Sneaking up behind the assailant, Fondaumièr swung the PS3 controller downward, knocking the thief unconscious. Hold up averted. Shelby's alternate attempt wasn't as cut and dry. Fondaumièr instead chose a different aisle to sneak down. Upon exiting, he found himself perpendicular to the thief who spotted Shelby in his peripheral. At the thief's nervous request Shelby held his arms up—really, Fondaumièr held the R1 and L1 buttons on the DualShock controller—and attempted to talk the thief down. Negotiating is as technically simple as pressing one of the controller's face buttons, but you'll have to make the right decision. Fondaumièr did, choosing a series of soothing, grounding dialogue options that tied into the game's thread of love and loss. The demo didn't show off much that we didn't already know about. We've seen Heavy Rain in action multiple times and have become familiar with its control scheme, its mechanic of letting the player hear the internal thoughts of its cast, and the complex threads that weave between each of the four characters' respective stories. Co-creator David Cage has been careful about not revealing much in the way of intertwining plot, so we'll be interested to see how scenarios and characters overlap in the final product. What we saw at Gamescom was as consistently good as Heavy Rain has been over the past year in its public showings—it's now been a year since we first saw a playable build. It's not due to hit PlayStation 3s until sometime next year, so we're guessing there's still more yet to be revealed about the game. We'll let you know our internal thoughts on those details when the time comes. http://kotaku.com/5344201/heavy-rain-eyes-on-meet-scott-shelby-private-eye I'm going to resist reading this.
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