Interactive Storytelling
Why Heavy Rain was not the interactive storytelling game it promised to be.
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Why Heavy Rain was not the interactive storytelling game it promised to be.
Read Full Article
He apathetically adressed that one in Twitter.Hubilub said:Shame, I was hoping he would address Michael Atkinson in this issue.
Oh well, maybe he'll comment on it later
Yay, I have a reason to quote you!Journeythroughhell said:I still disagree with your "the killer never changes complaint". A murder mystery where the killer is always different can never have the wonderful things such as "foreshadowing" and "subtle nods". Yes, you might not see a point to replaying it (I did see one, though) because it's practically always the same but changing the killer would mean screwing up the story.'
Well, than you, sir, have NO SOUL!!!Hubilub said:Yay, I have a reason to quote you!Journeythroughhell said:I still disagree with your "the killer never changes complaint". A murder mystery where the killer is always different can never have the wonderful things such as "foreshadowing" and "subtle nods". Yes, you might not see a point to replaying it (I did see one, though) because it's practically always the same but changing the killer would mean screwing up the story.'
Yes, I too agree that there should only be one murdered. Although I didn't care much for the reveal
You can't stay away from the ship, for the ship is a Star Class Cruiser.... you know, it carries stars!.Currently the thought is to just insta-kill the player if they move too far away from the cover, and mumble something about advanced hitscan weaponry. It's not a terrible solution, all it'll take is a bit of dialogue to explain away, but it may create an impression in the player's mind that these ships are always to be steered well clear of, which isn't my intention. I'll have to think on it. That may take some time.
Well, my suggestion might not help much, but if you want to avoid the impression that the ships are to be steered well clear of, you could explain their weapons systems in dialogue and reveal that trying to get distance between them is the worst thing to do.The next job is to add the first big enemy from which the player must hide from among the garbage. The problem I'm foreseeing is the same thing that attracts me to space games: freedom. In most games, a player escaping the level terrain and falling into the sandbox is complete disaster, but in a space game, the player's pretty much already in the skybox. If they want to fly in one direction for ten hours then let them. They're not going to find shit, but at least they're free to discover that for themselves. But if there's a big enemy around, what, exactly, is keeping the player from just fleeing to a safe distance?
Currently the thought is to just insta-kill the player if they move too far away from the cover, and mumble something about advanced hitscan weaponry. It's not a terrible solution, all it'll take is a bit of dialogue to explain away, but it may create an impression in the player's mind that these ships are always to be steered well clear of, which isn't my intention. I'll have to think on it. That may take some time.
Yes but it's best played on the Wii. It has the best graphics (as it damn well better considering the competition) and the Wii Remote as a flashlight really adds to the immersion factor. The game was SUPPOSED to come out on like March 5th, but for some reason it was delayed.Zombie Nixon said:Doesn't shattered memories have PS2 and PSP versions?