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Reader Comments (84)

Posted: Sep 6th 2009 3:37PM Wiizer said

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The great thing about having multiple characters in a game like this is that you may not like one of them, but you're bound to have a favorite.

Compelling storyline may not make a game a "system seller" for the majority, but for me, it's the goal I want to see all genres strive to achieve.
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Posted: Sep 6th 2009 3:49PM (Unverified) said

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It's really amazing to look back at the 8-bit era and see just how little storytelling mattered for most games. I think every hardware generation sees an increase in storytelling quality, and this game looks to really push the limit of what can be done with the medium.

So, yeah, I'm pretty pumped.
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Posted: Sep 6th 2009 5:21PM kentuckyfried said

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This game can't come out soon enough.
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Posted: Sep 6th 2009 3:37PM (Unverified) said

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Wow you just talked me out of that game!
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Posted: Sep 6th 2009 3:39PM Wiizer said

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It must have been difficult for you to type that sentence.
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Posted: Sep 6th 2009 3:41PM (Unverified) said

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Yeah, I'm confused. Why did he talk you out of the game?
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Posted: Sep 6th 2009 3:49PM (Unverified) said

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I don't know. I guess I just didn't realize how heavily the quick time events are going to be used.

@Wiizer: What was the point of saying that? Some people take opinions a little too personal around here in my opinion.
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Posted: Sep 6th 2009 3:54PM (Unverified) said

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"What's difficult to understand without actually playing the game is that most of the interaction that takes place in Heavy Rain isn't through quick-time events -- sure, the intense action sequences are primarily composed of QTEs, but this isn't really an action game. It, much like Indigo Prophecy, is something else entirely."
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Posted: Sep 6th 2009 5:47PM Ashkental said

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What's the real difference between QTE and Devil May Cry? Both games you have to press one button on the right time, or else you fail..

The difference is that in DMC you can press more than one button and in combinations and in QTE you have to press only one button.

The consequence on a QTE is almost always way worse than failing a combo in DMC.

Both types of gamplay are much more similar than you think, one let's you have more battle customization, the other has a more storytelling approach.

Imagine Heavy Rain without showing the button you could press or letting you press button combinations? Can you see that filling in? In the REAL world you don't have a set of attacks agains people (not even Karate-trained guys), you have to react at what's happening at that time, no better way than a QTE to do that.
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Posted: Sep 7th 2009 2:50AM s ls said

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Posted: Sep 7th 2009 11:06AM (Unverified) said

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@Ashkental

Your generalization misses the point of controlling a character. There's a massive divide between QTE's and scripted gameplay in that I have full knowledge of my characters capabilities and how to control them, whereas QTE's give no relevance to what button you press. Pressing X for everything leaves your input fairly insignificant, and even switching the buttons up leads to a one-button game of Simon where again, your input is marginally significant. You have no concept of what your character is capable of in a QTE, you press a button and the movie keeps going. There will be some situations where your action will be more obvious, but pressing X when cued to accomplish everything is not gameplay the same way choosing between attack buttons is.

Take Batman: Arkham Asylum for instance. A single attack button leaves combat initially simple, but adding counters, dodges, stun moves and mixing various enemies vulnerable to them creates a far more advanced level of input than a simple QTE could ever provide. Neo said it best: Choice. The problem is choice, and it's one that a simple QTE can never overcome. Now, though I haven't seen any indication of it for a long time, Heavy Rain really got me excited when they showed a QTE with several buttons scattered around the rooms contextually (like the attacker's weapon, a window, or a knife on the counter, I can't quite remember), which would give QTEs a level of depth they were so pathetically void of before. Such an elegant solution that brings context and choice to the QTE would truly be an experience.
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Posted: Sep 6th 2009 3:38PM (Unverified) said

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Nice, quite frankly, I am looking forward to this game more than any other game at the moment. Maybe because it's something new, I have pretty much played everything else.
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Posted: Sep 6th 2009 3:40PM Crimsic said

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He was trying to support his daughter!

Oh the inhumanity...
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Posted: Sep 6th 2009 3:44PM Marius said

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I wish this game would cost $40
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Posted: Sep 6th 2009 3:45PM Wiizer said

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I wish ALL games would cost $40...
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Posted: Sep 6th 2009 3:46PM (Unverified) said

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I wish all retail games would cost $40. Your point?
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Posted: Sep 6th 2009 3:49PM Marius said

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Im not trying to bash on the game, i actually REALLY want to play, but the whole "Interactive movie" doesnt sit well with me, hopefully there will be a demo
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Posted: Sep 6th 2009 3:52PM (Unverified) said

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You find that $10 copy of Arkham Asylum yet?
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Posted: Sep 6th 2009 3:59PM (Unverified) said

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I wish it was $20, and downloadable. I guess we'll just have to live without that eh?
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Posted: Sep 6th 2009 4:14PM Marius said

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No, I havent found it, maybe on Black Friday,
actually I just got a $50 gift card to GameSpot but I will use it for U2 not that Batman game

Eventough it will just cost me $10 its not worth it to spend the gift card on it
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Posted: Sep 6th 2009 3:46PM Bubbameister33 said

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Is this like a choose your own adventure? When does this release?
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Posted: Sep 6th 2009 3:48PM Digital Viking said

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Q1 2010 if Im not mistaken.
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Posted: Sep 6th 2009 3:46PM Crimsic said

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He obviously doesn't enjoy "good" games. He's into games like Fusion Frenzy...and...Guitar Hero 3.
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Posted: Sep 6th 2009 6:03PM (Unverified) said

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Yes... Yes he is...
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Posted: Sep 6th 2009 3:47PM (Unverified) said

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Is there a QTE to show the robber the 2 girls one cup video, and while he's vomiting, disarm him. Then you guys can befriend one another and talk about his daughter while watching some Rick Rolls. Good times. . . .
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Posted: Sep 6th 2009 3:47PM Crimsic said

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Damn comment system. think I'll just give up on commenting all together...maybe I'll send you all letters in the mail.

Just expect my responses a few months later.
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Posted: Sep 6th 2009 7:50PM mynk said

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wow i know its been long since any of us used mail (ugh.. even the word...) but the little i remember of it, it didn't take months to deliver. it took (internet) YEARS. which i guess is one week.
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Posted: Sep 6th 2009 9:06PM Crimsic said

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I'm sorry, it just SEEMED everything took months to get to places...especially compared to the quick pace of Joystiq comments! :D
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Posted: Sep 6th 2009 9:36PM mrln said

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That game Haze looks pretty good, I hope it turns out well.
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Posted: Sep 7th 2009 12:13AM Crimsic said

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Hahaha, +1 MRLN, that made my day.
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Posted: Sep 6th 2009 3:48PM carterk88 said

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This game sounds freakin awsome but I keep getting the feeling that it's a better idea to rent instead of buy it. $60 is alot for a game without alot of replay value.
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Posted: Sep 6th 2009 4:04PM (Unverified) said

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Well as you can read you have plenty of different ways to resolve this scene plus there are 4 different characters and each of them can die and steer the story in a different direction. If that works well there should be enough replay value.
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Posted: Sep 6th 2009 4:09PM Kenoji said

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That's how I feel about the game so far. It's an awesome concept and a new way to tell stories, but games that I purchase primarily have a ton of "replayability" -- if that's even a word. I don't think I could pay $60 for an interactive movie experience that I'll go through probably once or twice per character.

Especially in the midst of this crazy economy and console era, I have to be very careful about the games that I buy.
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Posted: Sep 6th 2009 4:46PM (Unverified) said

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The whole point of this game is that through your actions the game will end in dozens of wildly different ways. IMHO, this improves the replay value greatly, as opposed to the artificial increase in difficulty, or extra power-ups that could otherwise be found in other games.
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Posted: Sep 6th 2009 4:55PM Jamp said

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How a game that lets you play every scene in dozens of different manners and has dozens of endings does not have replay value?
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Posted: Sep 6th 2009 10:50PM carterk88 said

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I think the only reason I would play through it more than a few times would be in my quest for the platinum trophy. After the first playthrough this game would probably lose alot of it's "wow" factor or as it's put on this link "magic"

http://playstation.joystiq.com/2009/08/31/cage-multiple-playthroughs-of-heavy-rain-could-kill-the-magic/
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Posted: Sep 8th 2009 1:48PM (Unverified) said

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I am apparently in a minority here, but for me, if a game has an excellent story, that guarantees replayability. Just like I will watch my favorite movies over and over again, I will replay games I loved over and over, too. Ico never changes, but I've played it through at least 15 times. Uncharted is the same story every time, but I've gone through 3 times and I know I will again. (This is also my gripe with people demanding multiplayer for everything. To me, some titles are meant to be single-player experiences, period, and MP just waters down the experience. Case in point: Bioshock. I will admit that the video released recently showing B2's multiplayer looked more compelling than I expected, but I still think it's an unnecessary component for that universe.)

And regarding the QTEs in Heavy Rain, get over it. As I recall, Dragon's Lair and Space Ace were pretty beloved arcade machines, and many, many people funneled way more than $60 in quarters into them for an experience that was far less interactive than Heavy Rain promises to be.

Bottom line: Heavy Rain = day one purchase for me.
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Posted: Sep 6th 2009 3:54PM CaramelZappa said

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Honestly I'm gonna pass on an "interactive movie".

Maybe when it's bargain bin cheap. It looks like it's really well executed, just not my cup of tea.
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Posted: Sep 6th 2009 3:56PM (Unverified) said

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But isn't that all games are anyways, interactive movies?
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Posted: Sep 6th 2009 3:58PM Wiizer said

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That word is so DUMB: interactive movie

When have you ever fucking interacted with a movie like you have with a video game???
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Posted: Sep 6th 2009 4:01PM Bubbameister33 said

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Porn.
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Posted: Sep 6th 2009 4:02PM Wiizer said

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I mean, people will fall all over Tales of Monkey Island and it's more than a decade old, but Quantic ups the genre and people start throwing around that asinine phrase to cheapen the game's actual accomplishment: drawing you into an actual gameplay experience which YOU will never have because you ARE AFRAID OF AN INTERACTIVE MOVIE!!!
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Posted: Sep 6th 2009 4:07PM (Unverified) said

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+1 Wiizer

I never really though of it like that, the connection to monkey island and all.
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Posted: Sep 6th 2009 4:07PM CaramelZappa said

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Hah, I'm not "afraid" of an interactive movie. I'm not fond of monkey island either. I just like games more focused on quicker core gameplay. Fantastic storytelling and characters is one thing, but it needs a fun core gameplay in order for me to fork over $60. I can get fantastic stories and acting over netflix. Like I said, it's not bad, just not what I'm looking for in a game.
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Posted: Sep 6th 2009 4:53PM Chris DPSN AggieCEO XBLThe Aggi said

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ummm the way games are going now any GOOD game is damn near a 8-12 hour movie...
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Posted: Sep 6th 2009 5:00PM Special Agent Steve said

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Want an interactive movie? Fahrenheit, A.K.A Indigo Prophecy

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Posted: Sep 6th 2009 6:25PM (Unverified) said

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Tales of Monkey Island isn't even a year old, Wiizer. In fact, it isn't even finished yet.
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Posted: Sep 6th 2009 6:42PM Wiizer said

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Filthy Assistant, how old are you?

It's a remake, you idiot.
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Posted: Sep 6th 2009 7:45PM eipxen said

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whoa, Wiizer, ease off kiddo, technically "tales of monkey island" IS all new; he's talking about the episodic sequel to the original

he's technically right (technically)

I don't think games these days are generally interactive movies; games with a focus on lots and lots of "active" gameplay seem less based on plot and more on pressing buttons and killing bad guys. When I think of "interactive movie" I think of watching a movie with an opportunity to significantly change the plot or events of the movie, which would make it seem more like an interactive movie than a movie-like-game

That being said, I'm definitely willing to spend $60 on this game; while it doesn't necessarily look "fun," it certainly looks rewarding
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Posted: Sep 6th 2009 4:04PM pukel said

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Forgive me if can't get worked up about a videogame that almost kinda nearly approaches being an actual movie with QTE:

"...the takeaway from my time with the game was a conversation with an armed robber about his daughter -- or, to be more specific, the way his aggressive sneer ... dissolved to into a frightened snivel as the conversation drew on."

I'm much more excited by games like Metroid Prime and Oblivion that consciously try NOT to ape movie storytelling tropes but instead seek to create 'implied' story through exploration, action, varied development of the world and character etc.

It seems every generation we find ourselves back at the 'interactive movie' with better graphics. Some day, I hope, game designers will appreciate that there is a difference between true story which is BY DEFINITION a static, passive experience and games, which are not.
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