Heavy Rain
UK Review

If you're planning on skipping the bulk of this text
and heading straight to the review score to decide
whether or not you should play through Heavy Rain,
just know this: the game starts slow. It'll take you
a couple hours to get into the meat of the experience
and for things to really pick up, but once it does,
you'll be on the edge of your seat until the end and
you won't want to put the controller down. In other
words, if you stick with it, Heavy Rain will give
you a ride like you rarely see in games.
Having said that, it's also worth quickly pointing
out that I'm going to keep this review completely
spoiler-free, so feel free to read it without fear
of anything being ruined for you (and trust me, you
don't want anything ruined).
Quantic Dream's last title, dubbed Indigo Prophecy
in North America and Fahrenheit pretty much everywhere
else, tried to bridge together intricate storytelling
with gameplay by using what were essentially quick-time
events (think Dragon's Lair). A button prompt appears
on the screen, and if you press it in time, the game
continues and you get another one. If you don't, you
fail and usually wind up staring at the words "Game
Over".

Click the image to watch our video review.With Heavy
Rain, the studio took this control mechanic to a completely
different level by removing the win/fail result and
instead turned it into what can best be described
as a branching narrative. You can't ever actually
fail in Heavy Rain. There is no Game Over screen,
and nothing will force you to have to replay anything.
No matter what you do, the game, its characters and
the story move on.
This has multiple effects. If you're in an action
sequence, missing one prompt might not mean much other
than that the fight or chase would play out a little
differently. Rather than taking out the bad guy right
then, you might get knocked down but get another chance
right after that. Miss too many and the bad guy might
get away, but like I said, the story will continue
on, no matter the result. In other instances, these
options (as there is often more than one button available
to you at any one time) will decide what a character
says, how they react to something, what you interact
with or so on and so forth.
The result is that although you're still matching
button prompts, Heavy Rain feels much more like you're
choosing and influencing what happens in the game,
rather than simply reacting to it. This is a major
and key element of the control mechanics that separates
Heavy Rain from the likes of Indigo Prophecy, Dragon's
Lair or even God of War's boss takedown sequences,
and it's really what makes the actual gameplay work
quite well.

What's really interesting is that Heavy Rain manages
to always keep you on your toes, and if you don't
pay attention and keep your cool, you'll pay for it.
There are action sequences that happen when you least
expect them, and if you're not ready, you may "fail"
them. In other cases, the opposite is true: events
can happen very quickly and your gut instinct may
be to react to them, when the best option may have
been to wait for a better opportunity (or not react
at all). The first time this last bit happened to
me, I had to stop playing for a minute and think about
what I'd done and what the consequences would wind
up being. Things can get pretty intense, to say the
least.
The beginning is slow, but important.The great thing
about all of this, and the reason that Heavy Rain
may not have worked with any other control scheme,
is that everything in the game revolves around the
story. This isn't something where Quantic Dream came
up with some cool scenes and then wrapped a story
around everything to tie it together; the story is
the utmost focus, and everything that you do and everything
that happens directly feeds into it, without exception.
Without having a "defined" control scheme
that only allows you to perform a set number of actions,
the changing control options allow the mechanics to
adapt to what makes sense for your character to do
at any point to keep the storytelling as unopposed
as possible.
My one complaint about the control scheme is that
it's sometimes hard to tell what you're supposed to
do. When your character is frazzled, the button or
text options that pop up can be blurred and jittery
to show that the person is tense as well as make it
a little trickier to choose the right thing (you might
say something wrong if you're not careful, like in
real life). The problem is that button prompts will
also pulse if you're supposed to tap them quickly
rather than hold them down or do a single, quick tap,
and distinguishing between these variants can be tricky.
It's not a game-breaking problem, but I messed up
in a few places where I wouldn't have had the prompts
been clearer.

Now, as I mentioned, the controls do a great job
of allowing the story to shine through, and what a
story it is. Each of the four, main playable characters
is interesting, developed well and important to the
story. The way that everything comes together and
winds up feeding into the story progression is nothing
short of fantastic. Games have come pretty far in
terms of how well stories are told and the level of
writing quality that some of them are able to achieve,
but Heavy Rain is easily amongst the best that's ever
been put onto a disc. Were this filmed as a Hollywood
picture, it would perfectly fit the body of work of
someone like Martin Scorsese or David Fincher.
Now, that doesn't mean that the story is told flawlessly.
Like I said at the start of this review, the first
couple hours are a little slow. As I've mentioned
in previous coverage for Heavy Rain, this is largely
due to the fact that, with a film, you're able to
edit out dull bits like walking down stairs or going
from the kitchen to the living room. The exposition
and character development that happens in these opening
chapters wind up being very important to what happens
later, but the pacing is a little on the sluggish
side. And, when some of the first things that you're
able to do include drinking orange juice and taking
a shower, it may seem like things will get lost in
unimportant actions and details of everyday life.
But, like I've said, after you get into the meat of
the game, it picks up quickly and pulls you in.
The art direction is great.An important element of
Heavy Rain's design is that it isn't an entirely linear
story (and therefore game). Depending upon how you
handle situations, you can start steering the story
that you experience in a different direction than
others. If a main character dies, the game will continue
on anyway, but you'll miss story clues and scenes
that the now-dead character would have come across.
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