
Introduction
I didn’t buy Heavy Rain when it came out, largely because it was described by many as, essentially, being one huge eight-hour long quicktime event. Me and quicktime events have never gotten on since I first played Dragon’s Lair, on one of those huge, laserdisc arcade machines and died, horribly, many times. I have serious issues with authority and when there’s ‘one right way’ to do something, whether it be in a game or in real life, I rail against it and get bloody annoyed. Heavy Rain, then, seemed to me to be a nightmarish game which would be the total opposite of anything I might ever want to play, however innovative, however artistic and hower stylishly French it might be.
I was wrong.
Not completely wrong, but I was wrong.
Story
Talking about the story of Heavy Rain without being spoilerific is difficult and I don’t want to give spoilers even though it’s now an ‘older’ game and most people who will have wanted to play it will have played it. I’ll try my best.
You take on several roles throughout the game:
- Ethan Mars, bereaved father whose second child is kidnapped by the mysterious Origami Killer who then screws with him throughout the story, testing him.
- Madison Page, feisty, sexy investigative reporter, looking into the Origami Killer murders.
- Norman Jayden, FBI profiler and massive geek.
- Scott Shelby, private eye, also looking into the Origami Killer murders.
This gives you several different viewpoints on the ongoing plot but the main thrust is through the eyes of Ethan Mars and the main theme of the story is to ask ‘what would you do to protect your child?’ with the tests that the Origami Killer gives you becoming harder and harder as the story wears on towards its climax and its resolution.
Gameplay
You progress through the game via exploration within each section and via progress through quicktime events, moving the thumbsticks or pressing the buttons according to particular order or timing in order to get through the various scenes which might be anything from shaving your face to staving off the attentions of an insane doctor with a bonesaw. You’ll also be called upon to remember things from the various scenes from time to time, so the game requires you to pay close attention to it all the time which can be oddly exhausting, mentally and emotionally.
Unlike quicktime events which are crowbarred into other games, Heavy Rain doesn’t quite have the same punishing level of ‘get this right or you’re toast’ that those have. In most scenes there’s room for a couple of mistakes and even if you do mess up and die horribly, often the game can continue to progress even without one or more of the main characters still being alive. The variety of outcomes and the possibility to continue regardless massively mitigates many of the problems with normal quicktime events and makes Heavy Rain much more playable.
Controls
The quicktime events work well but the more normal scenes – where you’re exploring and investigating – don’t work to the same degree. The movement feels like the early Resident Evil games with the same issue where you go spinning off in a crescent and bashing into things. That breaks the immersion that exists through much of the rest of the game and is a shame and a big source of annoyance.
Atmosphere
Heavy Rain scores highly in its atmospherics, though the ‘uncanny valley’ effect is in evidence, a barrier to empathising with the characters completley. The contrast between the clean, tidy opening to the game and the grime, filth and terror of the rest of the game is effective, though a few more beats of happiness in the later game may have made the darkness more effective.
The game does draw you in and does manage to make you engage with the characters, despite often being understated and despite the barriers of the graphics and the control system. It takes a while but, eventually, you find yourself genuinely caring about the characters and the outcome of their individual stories.
Graphics
Despite the uncanny valley effect of the characters (the main problem seems to be the mouths, rather than the eyes, oddly) the graphics are excellent throughout the game. This may be a side effect of most scenes being enclosed, so a lot of computing power can be brought to bear upon a relatively small area. The animations are fluid and effective and the mocap work is excellent.
Conclusion
This was a very innovative game and we need more of this, however if I had bought it new I wouldn’t have felt that it would have been worth the price as the replay value, I feel, isn’t there. Despite there being something like 20 different possible endings. I think a playthrough after the first time simply wouldn’t have the same emotional connection for the player.
On the Plus Side
- Engaging story.
- Solution to the quicktime ‘issue’.
- It settles the ‘can a game be art?’ question, once and for all – if you accept that it’s a game.
On the Minus Side
- Lacking replay value.
- Uncanny valley is a big obstacle.
- Non-quicktime controls are a bit of a pig.
Score
Style 5
Substance 4
Overall 4.5