Monday, December 21, 2009

HEAVY RAIN (PS3)

How far are you prepared to go to save someone you love?



Below is a link to quite possibly the most important and innovative PS3 game to come out since it debuted in 2006, titled Heavy Rain. Set in the mold of a suspense thriller (think of the film Seven), this game is far different than most games.

Unlike most mystery/suspense thrillers, it is not a puzzle game -- a game where the player must solve every piece of it before continuing -- rather it is a film noir that plays out like an interactive film, featuring a cause and effect storyline.

The basic concept of the story is that it revolves around a serial killer named the Origami Killer, because he leaves behind an origami figurine on the body of every victim he kills.



Following the killer's footsteps are four people, all playable: an FBI profiler named Norman Jayden, a private detective named Scott Shelby, an architect named Ethan Mars, and journalist named Madison Paige.

Unlike other games where the character plays a scene over and over until he or she is successful, Heavy Rain seeks a different path: once your character dies in the game, they are dead. There is no coming back. The story revolves around four people and the player then moves onto another character for the duration of the story. If all four characters die then the game is over, with a plot line to match such an occurrence. Every single scenario has a direct effect on the outcome of the story.

Also setting this game apart from others is the controls. Nearly every game features a control function in which the left analog stick moves the character; not Heavy Rain. In this game, the right trigger (you read that right, the right trigger) moves the character forward, with the left analog stick controlling the character's head movements. If a player looks left then presses the right trigger the character will turn left as he or she is moving.

Another variation that differs from the norm is the use of quick time controls. Now, I know what your thinking, "Oh God, I hate games with quick time controls. This game is going to suck." Well it's not like that at all, so just shut the f--k up. These quick time controls are both engaging and not too distracting. In fact, one could say that the entire game follows this path.



Let's say that a character wants to open a door or look inside a mailbox, well, a function button will direct the player what actions to perform. Likewise, action or dramatic scenes require the same feat. The only difference between the dramatic scenes and any other are the dangers from failing to perform the task. Most quick time games don't allow the player to screw up or else they'll fail that portion and have to start over, Hard Rain allows the player to screw up a few times -- just make sure not to do it at the wrong time or your character may not make it through the entire scene.

It sounds a bit difficult to understand at first but trust me, it gets easier. On a similar note: action bubbles are also featured in scenes. These drive the conversation and (much like the Sims) the character as several options that dictate the tone and reactions of the receiving listener. Be sympathetic to a grieving father and you may get some more information, too harsh a tone may get you thrown out on your ass; it really depends on how you react during such times.



As in life, the more calm someone is, the easier it is to make a decision. When things are running smoothly the dialogue boxes move around the character slowly. When things are tense then the character's thoughts are a bit scrambled; making it harder to think clearly and select the best course of action. Every piece of dialogue has a reaction from the recipient and changes the outcome of the conversation, so pay attention.



The graphics are simply stunning. Graphics that used to be only available in a cut scene is now part of the actual game play. Using full body and facial motion capturing techniques, the amount of detail is utterly amazing. Smile lines, wrinkles, facial hair, and even freckles are captured in stunning accuracy to the real models that the game based it on. These people don't just look like the people they're supposed to, they are the people.

According to E3, the technology PhysX through nVidia was used to enable animations of pupil dilation, tongue, eyes, fingers, and dynamic hair with physics. The game engine also supports real-time post-processing, using Vicon MX40 cameras and system equipment to record facial motion and muscle renderings.

The game is scheduled to come out in Feb. 2010, so make sure to save some excess Christmas money for its release. Also, if you don't already own one, I'd recommend getting a PS3. The game is that good.

Sales have been fairly slow for the PS3 thusfar and with the recent drop in price it is only a matter of time before the system develops its first iconic hit. This could be the game that forever remains linked to the gaming system; like the Xbox's Halo, Nintendo's Mario Bros., Genesis' Sonic the Hedgehog, Nintendo 64's Goldeneye, etc.

If you'd like a little more information on the game from it's creator David Cage, then check out this clip at the end of the article. Otherwise, enjoy.