During a a one-on-one conversation with writer Frank Rose at SXSW this week, Fabled designer Peter Molyneux heaped praise on Heavy Rain, calling it "absolutely brilliant."
"I recommend anyone who wants to start to see the first glimpses of the future of video games to go out and buy it," Molyneux advocated, before exposing his softer side to the audience. "But, personally, I could not bring myself to play more than 90 minutes, because the world that was there was so dark and so emotionally involving I felt emotionally beaten up." Aww, Mr. Molyneux.
"But there's no question in my mind that games like Heavy Rain -- games that have a new fidelity in the way that they present their experiences; obviously made with cinematography and motion capture in mind -- can really show the way forward to a new form of entertainment, which is evolving the story and choices and consequences." Molyneux steadfastly declared, having apparently recovered from painful memories of the game (perhaps cries of Jason? Jason? Jason! still faintly echoing in his head).
Molyneux also commended developer Quantic Dream's design choices, observing that the QTE interface "really meant that you had to pay attention all the time because you didn't know whether these quick-time events were going to come up"; though he noted that such gameplay mechanics "may be a little bit tired after a while." Still, he said, "I have to take my hat off to [Quantic Dream] ... There's a couple of things they do in that game which were really revolutionary, and what they do with quick-time is fantastic."
"Us designers were just laughing because we thought quick-time was dead, but that really was part of the drama of Heavy Rain."