Just Adventure News : Addon: Endless Space: Disharmony will hit Steam on 26th of June Promotion: Her Interactive: Father's Day Weekend Sale Beta: Final Fantasy XIV: A Realm Reborn Beta Phase 3 Starts Today On PS3 & PC Press Release: First-ever early gameplay footage released for World of Diving Press Release: Master Reboot is now on Steam Greenlight! Press Release: MAGRUNNER DARK PULSE, a Lovecraftian screenshot and an exclusive early access Press Release: NeocoreGames Announces The Incredible Adventures of Van Helsing II Press Release: The Age Of Free-To-Play Has Dawned On Rift Gold: Jack Haunt - Pulp Mystery Point and Click Adventure released Press Release: DICE Heralds The Return Of Mirror's Edge
Home - Forum Home
Welcome Guest, please Login or Register!
If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register or login before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Topic: Heavy Rain

    Page 1

28 MAY 2009 at 5:47pm

Kayl

Intergalactic Janitor
Intergalactic Janitor



Posts : 30
Joined: 5 MAY 2009

Status : Online
There's a couple new videos unvieling some of Heavy Rains (PS3) characters and gameplay.

http://www.gametrailers.com/video/new-character-heavy-rain/49591

The release date will be announced at E3 next week.(I love that club scene)


My scythe--I like to keep it next to where my heart used to be.

Profile Search


28 MAY 2009 at 6:57pm

loobiloo

Private Detective
Private Detective



Posts : 598
Joined: 3 APR 2008
Location: UK

Status : Offline
Thanks for the link Kayl! the game looks interesting - is this the one that is supposed to be similar to Indigo Prophecy?  


Profile Search
28 MAY 2009 at 7:54pm

Stiler

Journeyman
Journeyman



Posts : 1477
Joined: 27 SEP 2004
Location: US, TN

Status : Offline
Yes, it's from David Cage's studio (Omikron/Fahrenheit aka Indigo Prophecy).

It's most comparable to Fahrenheit in how you can choose which character to play a chapter as but it does some things different too.

Such as the ability for a character to die and the story to continue on (you don't "lose/quit" if it happens) it will simply be worked into the storyline and youi'll play as one of the other characters.

Really looking forward to this game, it's one of the main reasons I got a ps3.

Profile Search
28 MAY 2009 at 8:00pm

loobiloo

Private Detective
Private Detective



Posts : 598
Joined: 3 APR 2008
Location: UK

Status : Offline
Thanks Stiler, have you any info on the difficulty level? I played Indigo Prophecy on easy & found that quite hard going!

Profile Search
28 MAY 2009 at 8:20pm

Inesrocks

Private Detective
Private Detective



Posts : 682
Joined: 16 OCT 2008
Location: PT

Status : Offline
im a die-hard Fahrenheit fan... for me that is what an 21century adventure should look like. Nice 3d graphics, great storyline, multiple characters, non-linearity...

obviously I would kill to play Heavy Rain but I got no PS3... guess im not the only one so ill have to wait for it to be eventually ported to PC  

Playing: Skyrim (ongoing)

Last Finished: can't recall, been too long.


Profile Search
30 MAY 2009 at 7:17am

Taurnil Mithrandir

Journeyman
Journeyman



Posts : 1093
Joined: 13 AUG 2006

Status : Online
I'm dying of playing this game so I'll probably buy a PS3.  

....set the controls for the heart of the sun....

Profile Search
15 JUN 2009 at 12:38pm

Akhilles

Private Detective
Private Detective



Posts : 581
Joined: 21 JUL 2003
Location: US

Status : Offline
Non-adventure type folks are excited about it (when announced during E3 keynote it got the most applause).

I am curious about the description...

Heavy Rain is a cinematic and evolving thriller from Quantic Dream, the developer behind the critically acclaimed Fahrenheit. Dealing with a range of adult themes, the game revolves around a sophisticated plot and strong narrative threads that explore a complex moral proposition.

You assume the role of multiple characters, with very different backgrounds, motivations and skills, in a world shaped by Bending Storylines - a dynamic narrative design where your actions and decisions will shape your story.


Adult themes?  :-?

You are standing in an open field west of a white house, with a boarded front door. There is a small mailbox here.


Profile Search
15 JUN 2009 at 12:44pm

Taurnil Mithrandir

Journeyman
Journeyman



Posts : 1093
Joined: 13 AUG 2006

Status : Online
Voila!
....set the controls for the heart of the sun....

Profile Search
15 JUN 2009 at 4:43pm

bysmitty

Space Cadet
Space Cadet



Posts : 122
Joined: 29 JUN 2004

Status : Online
I have a PS3 and will probably skip this one.  I am absolutely flabbergasted that people are so easily accepting that half of the gameplay in the game consists of those god awful 'press the right button in .2 seconds when the prompt flashes on the screen' events.  It wasn't fun in Dragon's Lair, it wasn't fun in the FMV games of the 90s, it wasn't fun in Fahrenheit, and I have no doubt it that it won't be fun here.  I don't even consider that gameplay as there is no positive reinforcement besides the scene continuing like it would otherwise.  I got much more enjoyment from watching a playthrough of Fahrenheit on YouTube than I did actually playing the game!  Everything else about the Heavy Rain looks great but I don't think I'll be able to get over primarily quicktime event based gameplay to give a care.



...bysmitty
Things I need to do today:&&-change out of pajamas&&-[s]come up with witty yet sophisticated signature[/s]&&-sober up&&-[s]watch simpsons at 6pm[/s]

Profile Search
15 JUN 2009 at 4:51pm
Deleted User
Originally Posted By bysmitty (15 JUN 2009 4:43pm)
I have a PS3 and will probably skip this one.  I am absolutely flabbergasted that people are so easily accepting that half of the gameplay in the game consists of those god awful press the right button in .2 seconds when the prompt flashes on the screen.  It wasn't fun in Dragon's Lair, it wasn't fun in the FMV games of the 90s, it wasn't fun in Fahrenheit, and I have no doubt it that it won't be fun here.  I don't even consider that gameplay as there is no positive reinforcement besides the scene continuing like it would otherwise.  Everything else about the game looks great but I don't think I'll be able to get over primarily quicktime event based gameplay to give a care.

...bysmitty


*applause*    [smiley=clap.gif]      [smiley=clap.gif]    [smiley=clap.gif]    [smiley=clap.gif]    [smiley=clap.gif]    [smiley=clap.gif]    [smiley=clap.gif]

I could not have said that better.   The story and setting of Fahrenheit/Indigo Prohesy intrigued  me a lot, so it frustrated me terribly that I struggled to advance with the game because of the silly control-based mini-games.  It almost seemed like the game designer did not know how to design proper AG puzzles, and therefore stole some arcade game/casual game ideas as filler.

15 JUN 2009 at 4:54pm

Inesrocks

Private Detective
Private Detective



Posts : 682
Joined: 16 OCT 2008
Location: PT

Status : Offline
Originally Posted By TheTraveler (15 JUN 2009 4:51pm)
Originally Posted By bysmitty (15 JUN 2009 4:43pm)
I have a PS3 and will probably skip this one.  I am absolutely flabbergasted that people are so easily accepting that half of the gameplay in the game consists of those god awful press the right button in .2 seconds when the prompt flashes on the screen.  It wasn't fun in Dragon's Lair, it wasn't fun in the FMV games of the 90s, it wasn't fun in Fahrenheit, and I have no doubt it that it won't be fun here.  I don't even consider that gameplay as there is no positive reinforcement besides the scene continuing like it would otherwise.  Everything else about the game looks great but I don't think I'll be able to get over primarily quicktime event based gameplay to give a care.

...bysmitty


*applause*    [smiley=clap.gif]      [smiley=clap.gif]    [smiley=clap.gif]    [smiley=clap.gif]    [smiley=clap.gif]    [smiley=clap.gif]    [smiley=clap.gif]

I could not have said that better.   The story and setting of Fahrenheit/Indigo Prohesy intrigued  me a lot, so it frustrated me terribly that I struggled to advance with the game because of the silly control-based mini-games.  It almost seemed like the game designer did not know how to design proper AG puzzles, and therefore stole some arcade game/casual game ideas as filler.


I think quite the opposite. Those action scenes were what made me into the game, in the sense that I was really in danger... that if I wasnt able to do it, then I would die. That sure  made me tense and somewhat stressful, but in the enf, when I eventually made it through the scenes, it was a wonderful feeling, just like finishing a hard puzzle!

Playing: Skyrim (ongoing)

Last Finished: can't recall, been too long.


Profile Search


15 JUN 2009 at 5:44pm

Thaumaturge

Journeyman
Journeyman



Posts : 999
Joined: 11 MAY 2006

Status : Offline
Each to their own, I suppose. ^_^

Personally, I seem to recall that I rather disliked the button-mashing and button-matching elements of Fahrenheit; for one thing, I simply don't enjoy such gameplay, but, perhaps worse for me, I seem to recall that I found that they distracted me too greatly from the scenes, especially in the button-matching cases.  I found it difficult, I think, to watch the lights while at the same time enjoying the visuals.

Thankfully, I discovered that, with a keyboard, at least, the button-matching segments could be fooled reasonably well by a little button-mashing, allowing me to get through those sections while still enjoying the scene itself.

I enjoyed Fahrenheit, I believe, but I do think that it was in spite of the button -matching and -mashing segments, rather than because of them.

MWAHAHAHAHAHA!!!

 

*ahem*

 

Sorry.


Profile Search
15 JUN 2009 at 7:52pm

Stiler

Journeyman
Journeyman



Posts : 1477
Joined: 27 SEP 2004
Location: US, TN

Status : Offline
I didn't much care for it in Fahrenheit (Mainly because it got in the way of you seeing waht was going on in the game) however I didn't play fahrenheit for the "gameplay."

Heck I don't think I've every played any adventure for the "gameplay" aspect, rather to me it's al about the story and character development/interation, and to me that was why I loved Fahrenheit so much.

As far as Heavy rain goes it's not the same as in Fahrenheit.

Rather the button presses can lead to different outcomes and choices.

IE - in one video where the girl is attacked by the taxidermist guy in the kitched, there are numerous buttons that pop up, depending on which you press it will determine what she does. Like one on the table will make her leap over it, another on the chair will have her pick it up to use as a weapon/defense, etc.

Then even if you miss a button it isn't always instantly fail, like in tihe recent E3 videos with the guy at the junkyard. He misses some things and it changes the scene, he gets captured but doesn't die and then has another chance to escape.

Profile Search
15 JUN 2009 at 10:54pm

Akhilles

Private Detective
Private Detective



Posts : 581
Joined: 21 JUL 2003
Location: US

Status : Offline
Unfortunately I think the twitchy gameplay is there so that the mainstream FPS players will pick up the game. The genre-killing name "adventure game" will slaughter game sales... sadly.

But at least there are companies out there still plugging away making real adventure games that still require more thought than button-mashing.

You are standing in an open field west of a white house, with a boarded front door. There is a small mailbox here.


Profile Search
16 JUN 2009 at 9:22am
Deleted User
Originally Posted By Inesrocks (15 JUN 2009 4:53pm)
 
I think quite the opposite. Those action scenes were what made me into the game, in the sense that I was really in danger... that if I wasnt able to do it, then I would die. That sure  made me tense and somewhat stressful, but in the enf, when I eventually made it through the scenes, it was a wonderful feeling, just like finishing a hard puzzle!


Ines, as you know - I also enjoy tension in a game, and the possibility of your character dying - since I enjoyed these elements in Still Life 2 and Overclocked, and so on.
But the tension in the Still Life 2 timed puzzles, were achieved by real actions that your character had to perform, as opposed to that coloured button mini-game in Fahrenheit.

Maybe I should have specified that it was not the general action elements that I personally disliked but the flashing light game, partly because of what Thaumaturge mentioned:
I seem to recall that I found that they distracted me too greatly from the scenes, especially in the button-matching cases.  I found it difficult, I think, to watch the lights while at the same time enjoying the visuals.


The flashing light thing didn't work for me - it did not feel like it was part of the the events taking place in the game, but more like a seperate mini-game that you had to concentrate on, while your character was doing something else, and so it didn't really feel immersive to me, - it didn't feel as if I was controlling what my character was doing.

16 JUN 2009 at 6:30pm

Inesrocks

Private Detective
Private Detective



Posts : 682
Joined: 16 OCT 2008
Location: PT

Status : Offline
Originally Posted By TheTraveler (16 JUN 2009 9:22am)
Originally Posted By Inesrocks (15 JUN 2009 4:53pm)
 
I think quite the opposite. Those action scenes were what made me into the game, in the sense that I was really in danger... that if I wasnt able to do it, then I would die. That sure  made me tense and somewhat stressful, but in the enf, when I eventually made it through the scenes, it was a wonderful feeling, just like finishing a hard puzzle!


Ines, as you know - I also enjoy tension in a game, and the possibility of your character dying - since I enjoyed these elements in Still Life 2 and Overclocked, and so on.
But the tension in the Still Life 2 timed puzzles, were achieved by real actions that your character had to perform, as opposed to that coloured button mini-game in Fahrenheit.

Maybe I should have specified that it was not the general action elements that I personally disliked but the flashing light game, partly because of what Thaumaturge mentioned:
I seem to recall that I found that they distracted me too greatly from the scenes, especially in the button-matching cases.  I found it difficult, I think, to watch the lights while at the same time enjoying the visuals.


The flashing light thing didn't work for me - it did not feel like it was part of the the events taking place in the game, but more like a seperate mini-game that you had to concentrate on, while your character was doing something else, and so it didn't really feel immersive to me, - it didn't feel as if I was controlling what my character was doing.


Yeah.. I get your point now. I guess I didnt find it as distracting, but sure I can admit that sometimes the stress to press the right buttons was such that you often would forget to look at what your character was doing lol
But what I really liked about the game was, not only the story itself, but the non-linearity. The many answers to the questions, the many endings, the way you would play one character and then you would immediately be playing as your enemy... something Dreamfall also did, but not in this intense way I think. I really liked the innovative approac to adventure games they brought, making a good alternative to the old and great point and click linear adventures.

Playing: Skyrim (ongoing)

Last Finished: can't recall, been too long.


Profile Search
16 JUN 2009 at 9:06pm

Thaumaturge

Journeyman
Journeyman



Posts : 999
Joined: 11 MAY 2006

Status : Offline
I think that it might be useful to differentiate between the interface and what I'll call the game progression (if I know it, then I seem to have forgotten the standard term for the latter).

What TheTaveller (I presume) and I have been saying that we dislike is the interface of Fahrenheit - the way that we interacted with the game-world.

For myself, I agree that the progression of the game was excellent in its degree of non-linearity (although I think that I'd like to see more freedom of choice yet - I do acknowledge, however, that doing so will most likely result in rather more work for the developers).

I think that the game progression has very little to do with the interface - I believe, for example, that Fahrenheit could very well be made using a different, hopefully to my mind more intuitive and less obtrusive, interface.  That said, I doubt that the traditional point-and-click interface would be ideal, as I don't think that it's wonderful for action scenes.

Originally posted by Stiler
Rather the button presses can lead to different outcomes and choices.

IE - in one video where the girl is attacked by the taxidermist guy in the kitched, there are numerous buttons that pop up, depending on which you press it will determine what she does. Like one on the table will make her leap over it, another on the chair will have her pick it up to use as a weapon/defense, etc.


Hmm...  Having seen some of the videos, I think that the interface looks decent at least (with some touches that I rather like), and probably rather less obtrusive than that of Fahrenheit, I think.  I'm not entirely sold on it, but then it's intended, it seems, for a console controller, which isn't my favourite control mechanism, I don't believe.

I do wonder how well the gameplay flows, however, combat especially, given that the main interaction seems to be in the form of very discrete inputs in the form of those controller-action matches.

I'm very interested to know just how much freedom of choice there is, compared to Fahrenheit - that this game comes from the creators of that game gives me some hope.  The videos make it seem as though there is a truly impressive amount of freedom - I wonder, if that's true, how they pulled it off.

I'm still not a fan of quick-time events, however.

MWAHAHAHAHAHA!!!

 

*ahem*

 

Sorry.


Profile Search
16 JUN 2009 at 11:26pm

Stiler

Journeyman
Journeyman



Posts : 1477
Joined: 27 SEP 2004
Location: US, TN

Status : Offline
Originally Posted By Thaumaturge (16 JUN 2009 9:06pm)


Hmm...  Having seen some of the videos, I think that the interface looks decent at least (with some touches that I rather like), and probably rather less obtrusive than that of Fahrenheit, I think.  I'm not entirely sold on it, but then it's intended, it seems, for a console controller, which isn't my favourite control mechanism, I don't believe.

I do wonder how well the gameplay flows, however, combat especially, given that the main interaction seems to be in the form of very discrete inputs in the form of those controller-action matches.

I'm very interested to know just how much freedom of choice there is, compared to Fahrenheit - that this game comes from the creators of that game gives me some hope.  The videos make it seem as though there is a truly impressive amount of freedom - I wonder, if that's true, how they pulled it off.

I'm still not a fan of quick-time events, however.


Well there's the same type of non-linear progression as with Fahrenheit, being able to see a chapter from one character or another.

However the big differene this time is that any character can die in te game. If one of the characters gets killed it's not game over. The death is worked into the story and you continue the game with the other characters.

Also there's non linearity in terms of how you approach things.

Like the junkyard scene, the developer mentions how you never even have to confront the guy there about the car/evidence and you won't ever fight him.

Instead if you look around yourself you can end up finding the car in the back of the lot and get all you need to go on from that.


Profile Search

    Page 1

Jump to:
0 Members Subscribed To This Topic