Eri said:
Wow. It amazes me how many haters this game has. This game wasn't perfect but it was a great game. Go troll elsewhere please.
By what standards? I'll admit Heavy Rain had potential in a few places and that it speaks a lot of the system they developed that they could represent so many different types of activities and tasks, but where it started out interesting--exploring roles that gamers don't normally play in games--it quickly degenerated into a big, long series of quick-time action sequences as soon as the real story started picking up.
In terms of its characters it couldn't focus on one out of the four protagonists long enough to bring much of a sense of development to any of them without a good deal of hand-waving. They couldn't be bothered to explain Ethan Mars's blackouts or strange coincidental visions of the Origami Killer's victims. They couldn't be bothered to come up with some kind of conclusion to Norman's tension with the police or explain what his drug problem was about. They couldn't even be bothered to explain why Madison Paige was
there without tacking her backstory on as DLC, so her presence comes off as a huge, overly convenient coincidence, and she comes off as not
having a character arc.
In terms of its drama and suspense it cheats to achieve most of it, concealing
exactly what first-year textbooks on writing tell you not to in the interest of blowing the player's mind with a false twist. It's not good drama, it's insulting and patronizing. People who've played the game, you know what I'm talking about. The pacing, meanwhile, is absolutely
awful, with none of the characters able to advance any farther in the mystery of the Origami Killer than one another at any given time; thus, all of them repeatedly discover the
same clues scene after scene until they're caught up to the same point with one another. It doesn't help that they're all tied to the current state of advancement in Ethan's scenes and therefore the writers had to contrive a string of clues that would conveniently line up with exactly the same time line.
In terms of being a personalized interactive story Heavy Rain doesn't have enough of a sense of consistency to make sense as one. Two of the characters can die at various points in the story, but the other two--no matter how much you might try--absolutely are not allowed to die because they're too important to the plot. The sense of personalization melts down quickly as the game eventually stops exploring the characters and their relationships with one another entirely in favor of an endless stream of action sequences. It even outright slaps the player in the face with bad endings, suggesting that the game isn't motivated by personalization and interpretation but by success and failure states that Quantic Dream felt obligated to put in so that they could still call this a "game," which I find very patronizing.
In terms of its sense of realism and restraint... come on. The finale of the main ending involves Norman in a fist-fight with the Killer on a conveyor belt about five stories off the ground at some kind of garbage dump/warehouse. There's a scene where Ethan has to navigate an abandoned power plant that's somehow
still on, the transformers are discharging so much that they'd be on the verge of exploding, and somehow nobody in the entire city notices this even though it would be drawing power like a ************. Norman gets in a fight at a
different junkyard with a seemingly invincible ex con. Ethan even gets shot in the stomach in one version of the ending, and he shows up partway through the final fight with
no problems. It's a step up from the Matrixy junk that happened in
Fahrenheit, but the action scenes in Heavy Rain--with as many of them as there are--would be a bit much
in an action movie. I wouldn't buy this crap in
Lethal Weapon. I wouldn't buy this if I were watching
Terminator!
Finally, the research that Cage put into writing this game was just piss poor. He clearly has no idea what the United States look like, and he frequently gets basic psychological disorders wrong, confusing dissociative personality disorder with schizophrenia. This wouldn't be a big deal
if he didn't put this false information into the mouth of a psychiatrist in an establishing scene. The real blows come from the way he portrays police, however, spoon-feeding us some of the dumbest, most one-dimensional and cliche cops I've seen in a work of fiction; it could only
be fiction because I know for a fact that they fire police officers over
way smaller transgressions of police brutality than Lt. Blake's actions in this game. Meanwhile there's all this weird out-of-place sci-fi gadgetry laying around so that Cage didn't have to research proper investigation procedures and could hand-wave clues into the characters' hands. Some of it was cool, some of it you could argue had symbolic value, but--again--the game couldn't focus on this aspect enough to give it any sort of payoff or weight for any of the characters or for the player.
This isn't just "not perfect," it's not competent, or even acceptable. Aside from the fact that I can list a dozen psychological thrillers this doesn't measure up to, people in my screenwriting classes in college were held to higher standards than this. Television writers are held to higher standards than this for
bad episodes of police procedurals. The rest of the game industry? I don't give them a pass for bad writing; hell, I rip into Bioware every once in a while and there's almost no studio more honored for their writing in this business. Why should I treat David Cage and his game any differently from how I treat them? Why should he and Quantic Dream get a free pass?
Because this is thrilling and new and the game industry has never produced something like this? No, because I grew up in the '80's and '90's and I remember FMV games, quite a few of which were more focused and more entertaining than this--and
they sucked.
Because they had the
pretension to make a "mature and adult" drama in the interactive medium? No, they have to actually put forth the effort to make a
good one, especially since I have so little stock in the "film envy" philosophy that drove this game's creation and marketing in the first place.
They need to convince me that they aren't consummately full of shit--and they
so didn't manage it with this game.