Heavy Rain

unmei

Member
With the game now less than a month away, I find myself drawn towards Fahrenheit (Indigo Prophecy) for a replay. I loved what Fahrenheit did for the interactive storytelling aspect of gaming. Almost everything you do can directly effect almost everything else in a particular chapter, perhaps even the game itself. Sure there are plenty of games where your actions have an impact on the game, but never have I seen it done to as strong an extent as I did in Fahrenheit.

With Heavy Rain it's looking to go above and beyond. There are a LOT of options, and every choice seems to effect something else. It's not just branching dialogues, so much as it is a branching existence. This can lead to a hell of a lot of replay value, which is a good thing, no matter how short the game itself may end up being. I'm interested in seeing just how much of an effect death will have on the story. Is there any one person who will absolutely need to survive? Can you intentionally kill off one, two or three people just to see various changes in the ending? Will there even be an ending that's supposed to be considered cannon? Whatever the case, I'm definitely looking forward to this game/interactive fiction.

Anyone else looking forward to it?
 
I'm also REALLY looking forward to this. Although I couldn't beat Indigo Prophecy. LOVED that game to a high degree, but once I hit the end, I couldn't beat the bad guy in the fight. I was widdled down to only having one mistake I could make and yeah... never beat the game.

I should watch the ending on YouTube someday.
 
Early demo GET!

Unfortunately... now i need to decide if i want to put down WKC for a few hours....
 
So it's raining, I figured I may as well do the demo now instead of tomorrow when it clears up. Sat down with it for about an hour (longer than the demo itself, but I was trying various options through one of the chapters) and I'm impressed. The game play is very much that if IP/Fahrenheit, save for the sanity meter. The stages in the demo seem to be less time oriented than IP was, you can take your time to do most things, without the game itself forcing an action from you. I'm sure it's just for certain chapters though, otherwise it takes away half of what made IP great, the panicking to make a selection before time runs out and it defaults to the WORST POSSIBLE OPTION. The fight scene in the demo (the only part where time really plays an important role) will feel familiar to anyone who played IP as well.

Overall I wanted a little more out of the demo. I knew what it would be going into it, but I don't think this demo is enough to sell the game, and this game needs all the help it can get.
 

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