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I'm enjoying Heavy Rain. And while my complaints about the demo in regards to the terrible dialogue writing and the awkward voice acting still hold true, there are elements of Heavy Rain that I feel work amazingly well. And one of those things just happens to be the contextual controls.
While I initially felt the way Ben did about the games contextual actions, I have completely come around on the controls. I feel like this game is doing something revolutionary with the controls that I haven't experienced since possibly Ico.
Brad says
In Heavy Rain, the player has direct control of the character’s actions that range from mundane tasks like opening a refrigerator or flushing a toilet, to more dramatic actions such as steering a car away from on-coming traffic. The actions are executed very similarly despite the context of the situation; but it is the design choices that surround these controls that allow for more detailed interaction during action scenes, as well as increase the physical connection the player has to the game. And it does all this by maintaining an extremely cinematic look and feel.
I do agree with Ben about the “only being able to drink the OJ once” problem in Heavy Rain. But I feel it's not so important that the actions of doing something are consistent throughout the game, but more importantly, that the game is effectively communicating that these mundane movements are challenging to execute when in a precarious situation. Grabbing something might be easy when you are walking around in your apartment in your underwear; but if you are having to grab something quickly while being chased by someone with a knife, then you start to understand why the "mundane" actions are anything but mundane when the pressure is on.
This isn't a traditional twitch action game like Far Cry 2 -- you are essentially guiding your player-controlled character through a cinematic story. While simple button presses might make the gameplay accessible in more traditional game experiences, Heavy Rain is aiming for a much different feeling. It's trying to mimic and communicate the physicality that the in-game player-character is experiencing to the person playing the game. And for the most part, it does a really good job with this. There are two very specific applications of the context controls that work really well in this game.
I'm not entirely sure what difficulty Ben or other players have played Heavy Rain on, but on the "I play a lot of video games and am very familiar with the controller" difficulty, there are actions that require delicate motions. Actions like rocking a baby or applying disinfectant to a friend’s cuts are the "mundane" versions of these actions. The motions with the analog stick allow the player to dictate the speed and force that the player-character chooses to use. Now, it's the application of this type of motion in precarious situations that allows for really interesting narrative moments. For example, what was mundane before, becomes really intense when that sensitive motion control is applied in the scenario when you are sneaking up on the criminal holding-up the store clerk at gunpoint. The player presses a quick button to prevent a box from falling and hitting the ground, but then has to use the pressure and speed sensitive motion to put the box back on the shelf without making any noise. This is a physical sensation that cannot be achieved with a simple button press. This type of tense situation has been in plenty of games, but only Heavy Rain's context sensitive control system allows the player of the game to experience the same physical carefulness the player-character has to in the scenario. This is often attempted in other games, but it usually involves simply walking slowly as to not be heard (e.g. stealth games) -- an action that requires delicate use of the analog sticks. Well, by mapping context sensitive actions to the analog stick as well, Heavy Rain is able to achieve this feeling in other cinematic ways.
The other type of motion that really adds a physical nature to the gameplay is the Twister-like button holding the player has to execute during very specific points in the game. These moments require the player, when prompted, to press and hold a button, and continue holding the button as more prompts appear. During these situations the player is often holding numerous buttons awkwardly at the same time. Now, Ben would probably argue that this pulls the player out of the game as they have to focus on their button presses. But I'd argue that these moments help the player feel some of the same physical awkwardness the player-character is experiencing in the game. These situations are only thrown at the player when the player-character is doing an action that requires awkward movement or tricky coordination involving multiple limbs. Throughout the game there are "mundane" situations in which you use this style of control. Changing a baby, squeezing through a tight spot, or lifting a hurt stranger from her bed is a few of the physically awkward examples that come to mind. But these situations become a lot more exciting when the stakes are really high. In one scenario you control the player-character as he tries to maneuver through a labyrinth of live electrical wires. Knowing that my player-character could die (and permanently) if I let go on the several buttons I was holding, had me clutching onto my PlayStation controller in a way I have never before playing a video game. There are even crazier examples of this technique, but I will ignore them for the sake saving readers from spoilers. Let's just say the physical use of sharp objects in a certain scene would have had much less of an impact if I only had to press a button.
The controls are not perfect though. Simply walking was problematic until I realized I "was doing it wrong". You "drive" the player by holding down the walk button, and you turn by looking in various directions with the left analog stick. My problem is I kept pointing the "look" in the direction I wanted to go when I was already walking in that direction; so when the angle of the scene changed, I often found my character moving around clumsily. This was remedied when I started relying less on the "look" and more on the "walk". I do think this was a smart choice for the game, as the game offers a lot more cinematic angles than even the old Resident Evil games (angles that you can change at will as well). The learning curve is steep, but it works.
The other problems I have are with the context controls specifically. I hate how awkward it looks when I fuck up an action as mundane as reaching for something in my pocket. The strangeness is magnified when there is no real pressure (why would you fail to get something from your pocket?). The biggest problem I have though, is not knowing what the hell it is my character is about to do when prompted with a stick movement. For the most part, the game communicates these actions well enough. But there are always moments where I pause and wonder just what the hell the player character is going to do. This comic explains my frustrations better than I can. Luckily I haven't had this issue in potential "life or death" scenarios. I also really hate having to use the motion control in "life and death" situations, as sometimes imprecise motion recognition could lead to some real trouble for my character.
I'm not looking for immersion when I play Heavy Rain -- the bad voice acting and terrible dialogue has already ruined that. But what I am getting is an interactive story where I am physically experiencing things my player-character is doing in the game; and it is the contextual control design choices that allow for this. These controls are unique, but I don't necessarily believe they should be applied to other games. All I know is that they work for a game like Heavy Rain.
The controls are not the only part of the game I'm really surprised by either. Some of the choices (and their consequences) I have to make as the player of the game have also surprised me in a way I have not experienced in other games that require choices (think Bioware). I'm still not finished with Heavy Rain, and it might not be one of my favorite games by the time I am done with it; but it is, at the very least, remarkably different and worthy of discussion.
Brad
P.S. This isn’t a rebuttal Ben. I didn’t even address many of your silly Far Cry 2 infused complaints. I wanted to my share my opinions on the controls, and you simply beat me to the punch. Maybe if Far Cry 2 was a bit more cinematic with its control choices it would be a hell of a lot less boring to play. As it stands, drinking OJ in Heavy Rain is more exciting than like… anything in Far Cry 2.
Comments
14 years, 9 months ago
Drinking OJ is more intense than Far Cry 2. Strangely true enough.
14 years, 9 months ago
I'm really enjoying Heavy Rain as well, Shame all the X-bros won't get a chance to play it. Cause all the down talk seems to be from people watching the game rather than having played it.
It has it's flaws sure, but it's still a very unique/awesome game.
14 years, 9 months ago
I loved Brad's views on the awkwardly walking around and feeling clumsy. It was a really good point of view. That and I never realized how this game made you feel with the awkwardly positions when your actual character has to go into one. I just thought it was annoying at some points but still got through it without complaining to much. That too is a very compelling view on the status this game tried to bring you in (and it did work out just fine) Another view I found so righteous about this game is all the "fails" that can happen such as the pocket. If you want my full opinion of the game please visit Ben's Review of the controls. I shall also be looking for a thread to post this in.
14 years, 9 months ago
I felt the walking mechanic killed it for me. Just awkward as heck and this coming from a resident evil fan.
At the least they could give you a 180 button. Just didn't get into the game as I thought I would; if just felt bland and tedious.
Agreed in not knowing. Maybe they should have dedicated a few buttons and motions for specific actions. Grabbing by L1 and R1 and having the next grab action be a stick motion just pulls you out. They missed an opportunity in not using the vibration more and solely relying on the visual prompts. How about crazy on/off vibration during delicate motions indicating fear or in some cases being drunk?
Once the novelty wears off there is not much there...
Alot of plot holes and the game pulls an f'n 28 days later in the most wildly stupid ending category...
As is, it's pretty far from goty material.
Its a short game and even shorter once you factor in the only way to travel is to walk (while in a hurry to save someone)... add in the extra 10 min or so in the crowded scenes where you slow to a crawl and the game gets shorter and controls even more awkward lol.
14 years, 9 months ago
Couldn't have said it better myself Brad. I completely agree. I was on the same difficulty and found myself in a few strange situations (i.e. pressing the x button with my nose a few times). This defiantly immerses you into the game. I also felt that way about the controls at first. I soon found out that these controls were a big improvement on the Resident Evil "3D controls" (which I am very familiar with).
I do believe that not knowing what actions will do helps increase some of the reality of the game. I thought the epic simple fails were funny. I especially liked to fail at opening car doors.
14 years, 9 months ago
I agree with Brad, I finished it today, I really enjoyed it. Even the twisteresk moments that made my wrists hurt.
14 years, 9 months ago
Now this game kinda has me at a standoff:being this game is a series of QTE's,id rather not shell 60$ for a story i'm only going to play once.Sure,you could say mess up on purpose just to see what could've happened if you chose to do X instead of Y,but there's only so much leisure you can get from playing the same story over and over. the only game that i will play the storyline for the most is an RPG because the changes you make in an RPG are significant enough to change the outcome.
I also want to add that the other only reason i would replay a games story is if the game mechanics/gameplay is compelling enough to give it a round two.be it that heavy rain is a Quick time event-based game, I dont think i will be looking in this games direction
14 years, 9 months ago
If I can make a quick note about the movement; it sounds a lot the same as the way it work in Indigo Prophecy. Wasn't it a large complaint back then, too? It seems like Quantic Dream would've changed it.
Personally, while it did take some getting used to, I liked the way it worked in Indigo Prophecy.
14 years, 9 months ago
As someone that enjoyed Indigo Prophecy here too, maybe the fact we were able to get used to and ultimately like it was part of the reason why Cage didn't change it. He may have felt it was a system that did what he wanted it to cinematically even if it could be a pain and needed practise as the player.
He seems the kind of developer that values interactivity and presentation over functionality. Which in some cases can be frustrating, in other cases fantastic and unique.
14 years, 9 months ago
guys, can you please unban me... please please please, my little brother said a lot of curse words while i was in the bathroom, so please un ban me.