Gamereactor International English / Dansk / Svenska / Norsk / Suomi / Deutsch / Italiano / Español
Log in member
amigo






Forgot password?
I'm not a member, but I want to be

Or log in with a Facebook account
FacebookFacebook
Review

Heavy Rain

Text: Mikael Sundberg

The rain has fallen heavy on Mikael's head the last month, and now he is ready to tell you exactly what it felt like...

How do you best write a review for a game like Heavy Rain, where the plot and characters play such a pivotal part? Where the situations and your solutions are what matters most. Every example I could give you would be an unforgivable spoiler. Apart from this problem, I have been blessed to have already played through it. I have to fend of the temptation to see how others have played to find the "optimal" route. I've been able to experience Heavy Rain the way you're supposed to - just the way you want it.

At its core Heavy Rain is an adventure game, much like Monkey Island and Police Quest. But that is also the same as saying that Gears of War is an action game like Contra. You will perform the same tasks as you did in those games 20 years ago. You walk around, explore, talk to people, and poke things. But much like Epic's action feast turned the mechanics of an old genre upside down, Quantic Dream's thriller invents a new way of interaction that makes it impossible for me to go back to the old ways.

David Cage and his team have evolved the controls from Fahrenheit (Indigo Prophecy to Americans), and given it a lot of thought. The result is a game that breaks a lot of the conventional rules of game design. Think about it. When you move, do you run like a platform character who turns instantaneously at a frantic pace? Have you ever walked sideways like you would in any first person shooter? It may work in games, but when realism is such a fundamental component as in Heavy Rain it would have looked bizarre. Instead you look around with your left analogue stick and press R2 to walk in the direction your facing.

The evolution of adventure games has gone from enormous freedom to increasingly abstract generalisations. From be able to do anything the thesaurus could handle in Zork, to general verbs such as "use", "take", and "talk" in most of Lucasarts' classics, to practically controlling everything with context sensitive clicks of the right mouse button. Heavy Rain takes a giant leap backwards and provides you with a wealth of options, but manages to make them feel intuitive by showing an icon for the specific movement. Difficult situations require more advanced movements, like playing Twister with your Dual Shock 3. Careful actions, like setting the table at grandma's house or stalking a burglar, must be performed with slow deliberate movements.

Flashing buttons that pop up on screen has become something of a stigma. It was cool in Shenmue ten years ago, but too often these "Quick Time Events" mean that you have to memorize a sequence and do it over if you fail. Not very fun at all. Heavy Rain is not like that. It's fun to open up the fridge, throw a boomerang, and see your son smile, and its fun to choose from your thoughts as you further a conversation.

The only times Heavy Rain is reminiscent of Shenmue is when you get caught up in combat. Then there are seldom any alternatives to succeeding or failing. But neither is it just black and white. A missed right hand or a punch to the ribs does not mean you have to start all over. You can win or lose in many ways. And succeeding is not always the best route forward. The game never ends until the story does. If you fail against let's say a very dangerous opponent you will get thrown into another situation to get yourself out of, that you would never had seen had you succeeded in defeating your foe. Whole chapters of the game are completely dependent on your choices and how well you implement these choices.

This takes us back to the thriller aspect. A "Game Over" screen is in many ways a relief, proof that I was doing something wrong and need to do it again. In a film most of the time you know the hero will make it through and it takes away some of the thrill. But since the story in Heavy Rain carries on regardless of whether one or more of the main characters die, you always keep the fact that any given situation may result in a death at the back of your mind. Every choice becomes a matter of life and death. And whether you come out alive or not, you are always left with the question; what would have happened with the opposite outcome.

If it has felt like playing a film up until now, this is where we get reminded that it is a game. Nothing prevents you from replaying a chapter if you are really unhappy with the outcome. I did so once, when I accidentally allowed Madison to perish towards the end. I really wanted to see her side of things in the closing scenes. But apart from that I played it through from start to finish, with good and poor choices, failures and accomplishments. And despite all of this my journey felt like the true and proper one. A film with the same script would have been fantastic. David Cage has said that you are only supposed to play Heavy Rain once, and that it is your experience. I can see his point, but at the same time I'm dead set on replaying it to experience something different.

Perhaps it's time to mention the main characters, I'm sorry to have to spoil some of the enjoyment of getting to know them by doing so. Ethan Mars is the one which everything revolves around. From an idyllic start, his life takes one tragic turn after another, and around halfway into the game I wonder if I have seen a character with as much anguish since I saw Passion of the Christ. The main theme of the game is... "how far are you prepared to go to save someone you love?"... and the answer is pretty damn far. But I can also say no, and I did once. In the eternal words of Meatloafian wisdom: "I would do anything for love, but I won't do that". Ethan's story grabs a hold of you and it's very hard to put the controller down.

Compared to Ethan the others feel almost like side characters, but important ones. The sleep deprived Madison Paige, the wholesome detective Scott Shelby and the Fox Mulder-like FBI agent Norman Jayden are brilliantly brought to life. At first I was afraid that I would dislike one of them, and start to groin everytime it was their turn in the story, but after only a few chapters I'm captivated by each of their stories. I loved immersing myself in Norman's character and playing him very cautiously after shooting a person - something I could have avoided - and playing with his cyber shades. I enjoyed Scott's old school detective work and brawls. And I cannot say I disliked turning Madison into a slut in order to get under the skin of a true douchebag just to turn the tables on him with some good old girl power.

The combination of explosive action and ordinary, everyday actions takes us closer to these characters than we would to most other characters in video games. And this is of course one of the reasons why Heavy Rain is so captivating. All speaking parts in Heavy Rain have "virtual actors" modelled after their real life counterparts. Sometimes the animations don't measure up, but given the amount of animations it is easy to forgive the shortcomings when they occur. It may not be the most visually striking game on the console, but to call it ugly would be a lie. The lighting, the shifting depth of focus, and the different rain effects are brilliant. And the "cinematography" for lack of a better word, also contributes to the experience.

I still haven't fully recovered from playing Heavy Rain. It's almost as if I see a couple of discrete arrows in the corner of my eye as I head to the kitchen to get some juice. Heavy Rain is a bewildering experience that offers something out of the ordinary, in the same way adventure games once were something much more free than your typical action game.

In a perfect world everyone would own a copy of Heavy Rain and experience their own story. The chances of this happening aren't great. To make such an effort with a game in a genre that has been derived of best sellers during the last 15 years or so is daring... and admirable. No matter how Heavy Rain fairs, I know one thing. I have experienced it. And so should you.

Play movie

Heavy RainHeavy RainHeavy RainHeavy Rain
Heavy RainHeavy RainHeavy RainHeavy Rain
Heavy RainHeavy RainHeavy RainHeavy Rain
Heavy RainHeavy RainHeavy RainHeavy Rain
Heavy RainHeavy RainHeavy RainHeavy Rain
Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :--


Would you like to post this action to Facebook ?
Comments
  • Written by: Livlig
    2010-02-11 08:32
    Är det Micke själv som har översatt recensionen eller? I vilket fall som helst var översättningen riktigt bra - det kändes som om texten var skriven på engelska från början. Härligt!
     
 
Graphics:9
Gameplay:9
Sound:9
Lasting appeal:8
Our score:9/10
Plus:
Enormous freedom, uncanny detail, innovative controls, great acting and well directed.
Minus:
Minor flaws in the audiovisual department.
Game info
  • System:
    PS3
  • Genre:
    Adventure
  • Developer:
    Quantic Dream
  • Publisher:
    Sony
  • Offline players:
    1
  • Age limit:
    From 18 years
  • Release date:
    24 February 2010
Heavy Rain
Your collection
Similar games

The 20 latest programs:
(Interviews, reportages, reviews)

GDC: Dreamfall Chapters - Interview
2013-05-18

We caught up with Red Thread Games' Dag Scheve (writer) and Martin Bruusgaard (lead designer) to discuss the recently kickstarted Dreamfall Chapters.

Call of Duty Championships Special - Celebrities
2013-05-17

Are the top COD players turning into superstars? We asked the players at the Call of Duty Championships in Hollywood.

Spin the Bottle: Bumpie's Party - iDÉAME interview & live demo
2013-05-17

KnapNok Games' Lau and Dajana share their vision about motion controls and no-TV games. They also define their imminent Wii U party game Spin the Bott..

GDC: Anomaly 2 - Interview
2013-05-17

We had a chat with 11 Bit Studios' senior writer Pawel Miechowski about the recently released tower offense game Anomaly 2.

Press Start: Sanctum 2
2013-05-17

We captured just under half an hour of the early action in tower defence/first person shooter Sanctum 2 for your viewing pleasure. Enjoy!

GDC: Wargaming - Victor Kislyi Interview
2013-05-16

We sat down with Wargaming.net CEO Victor Kislyi in a boardroom of sorts to discuss their global expansion - the additions of new studios Gas Powered ..

GDC: Big Bite Soccer - Interview
2013-05-16

It's not every day we cover a Facebook game on GRTV, but Big Bite Soccer is a little different - and it should appeal to fans of classic football offe..

GDC: Nvidia Shield - Interview
2013-05-16

Jason Paul, director of product marketing at Nvidia, gives us a brief overview of the lay of the land with the upcoming Shield handheld, that offers a..

PAX: Wildstar - Mike Donatelli Interview
2013-05-15

We caught up with content director Mike Donatelli on the PAX East showfloor to learn more about the intriguing new MMORPG Wildstar.

Trailershow - 15 May
2013-05-15

Are you ready for the Trailershow?!

PAX: Dungeon Defenders II - Interview
2013-05-15

Trendy Entertainment's Josh Isom talks to us about the new competitive mode in Dungeon Defenders II (or MOBA mode if you will), as well as some of the..

GDC: Age of Wulin - Interview
2013-05-15

We took a limo ride with Gala Networks' Claas Wollter in order to find out more about some of the more unique features of Age of Wulin - a free-to-pla..

GRTV: Indiepub - Interview
2013-05-15

Gillen McAllister meet Indie Pub content manager and resident turkey impersonator PJ Hruschak at the Namco Bandai Global Gamers Day where Indie Pub pr..

PAX: Sanctum 2 - Lead Designer Interview
2013-05-15

We caught up with Sanctum 2 lead designer Oscar Jilsén at PAX East to discuss the sequel to the innovative tower defence slash first person shooter.

Full Mojo Rampage - interview and exclusive gameplay demo
2013-05-14

We sneak into Over the Top Games office to get an exclusive first look at Full Mojo Rampage, their first action-RPG. Meet its gameplay mechanics, arts..

RuneScape 3 - Design Director Interview
2013-05-14

We caught up with Jagex design director Mark Ogilvie to learn more about the direction the popular free-to-play MMORPG is taking next.

Cloudberry Kingdom - Pwnee Studios iDÉAME interview
2013-05-14

Co-founder & programmer Jordan Fisher talks us through one of the most difficult platformers we've got to play. The maths-lover explains how difficult..

Press Start: Metro: Last Light
2013-05-14

Watch us play the Metro: Last Light on Xbox 360 from the beginning up until just under the hour mark.

PAX: Luftrausers - Interview
2013-05-14

We caught up with Vlambeer's Rami Ismail at PAX East and learned more about the indie developer's 2D dogfighter Luftrausers.

Watch Dogs - Cinematic Lead Interview
2013-05-13

We caught up with cinematic lead Lars Bonde at a preview event for Watch Dogs to learn more about his contribution to the development process and what..

GDC: Expeditions: Conquistador Interview
2013-05-13

We caught up with creative director Jonas Waever from Logic Artists to discuss the novel turn-based strategy RPG Expeditions: Conquistador.

The Bureau: Xcom Declassified - Senior Producer Interview
2013-05-13

Mike Holmes caught up with senior producer Nico Bihary to discuss the prospects of tactical third person shooter The Bureau: Xcom Declassified and how..

Call of Duty Championships Special - Getting into COD
2013-05-10

In this second episode we talk to the players at the Call of Duty Championships about how they got into Call of Duty.

Runner 2 - Alex Neuse iDÉAME interview
2013-05-10

With Runner 2 already running on many platforms, Gaijin Games' co-founder announces future DLC and talks about reception and making great sequels. Bes..

Young Justice: Legacy - Interview
2013-05-09

Doug Panter, director of marketing at Little Orbit, talks us through their video game adaptation of Young Justice.

GDC: The Drowning - Interview
2013-05-08

Ben Cousins' career spans companies ranging from Lionhead to Sony and DICE, but his next project is DeNA owned Scattered Entertainment that's attempti..

Games To Look For: May
2013-05-08

We take a look at some of the bigger releases due in the month of May including Metro: Last Light, Fuse and Grid 2.

GDC: Ubisoft - Yannis Mallat Interview
2013-05-08

We had the chance to catch up with Ubisoft Montreal and Toronto Chief Executive Officer Yannis Mallat to talk about industry trends during GDC.

PAX: Neverwinter - Jack Emmert Interview
2013-05-08

Cryptic Studios CEO Jack Emmert talked to us about the next MMORPG coming out of the studio - Neverwinter - how it came to be, the state of the MMO sc..

GDC: Infinite Crisis - Executive Producer Interview
2013-05-07

We talked to Turbine's Jeffrey Steefel about their upcoming super hero MOBA - Infinite Crisis - a game that pits various multiverse editions of your f..

GDC: Cloudbuilt - Interview
2013-05-07

We caught up with Johannes Smidelöv from Swedish startup Coilworks to discuss their promising speed run-centric platformer Cloudbuilt.

GDC: Auto Club Revolution - Interview
2013-05-07

Auto Club Revolution is a new free-to-play racing experience for PC from racing veterans Eutechnyx. We caught up with Simon Jones who tolds us more ab..

PAX: J.S. Joust - Douglas Wilson Interview
2013-05-07

We had a chance to talk tocreative designer as he describes the game, the process of trying to find a publisher and the other games in the Sportsfrien..

Pixel Toys - CEO and founder iDÉAME interview
2013-05-07

With Super Little Acorns 3D Turbo just launched, CEO Andrew Wafer and founder Alex Zoro share studio vision on retro style games and mobile vs. consol..

PAX: R.A. Salvatore - Neverwinter & 38 Studios Interview
2013-05-06

Best-selling author R.A. Salvatore talks about his most recent books set in the Forgotten Realms, their ties with Neverwinter, and the unfortunate dem..

RuneScape 3 - Event Update
2013-05-06

Gillen McAllister was on site at Peckforton Castle for the reveal of RuneScape 3. Get a taste of what's to come on GRTV as well as the site over the c..

PAX: AbleGamers Interview
2013-05-06

AbleGamers is a foundation dedicated to working to promote better access to gaming for disabled people. We caught up with community outreach coordinat..

PAX: Artemis Spaceship Bridge Simulator
2013-05-06

We caught up with Artemis Spaceship Bridge Simulator creator Thomas Robertson at PAX East and learned more about this unique and captivating game that..

Call of Duty Championships Special - The Event
2013-05-03

We travelled to Los Angeles for the Call of Duty Championships and met with players, developers, celebrities and MLG representatives. In this first ep..

PAX: Might & Magic - Erwan Le Breton Interview
2013-05-03

We caught up with Ubisoft creative director Erwan Le Breton at PAX East to learn more about Might & Magic: Heroes VI Shade of Darkness and Might & Mag..

Poll Do you want to see more DLC and online game-based content on the site?
  • 43% Yes - all and everything!
  • 21% Only for the bigger, current games
  • 36% Stick to retail/full digital releases, please.
Result
BETA +