Losing Controls in Heavy Rain

Developer Quantic Dream is bending stories and breaking rules with its unconventional game.

by Billy Berghammer, 8/21/2008 9:01 PM

(Page 1 of 3)

Looking up
The Paris, France-based developer Quantic Dream has been working in the virtual actor space since Omikron (1999) and improved it with Indigo Prophecy (2005), but at E3 in 2006, it looked like it was onto something big. It demoed a non-interactive video sequence in which a virtual actress, Mary Smith, auditioned for a part in a videogame called Heavy Rain: The Origami Killer. It was a complex visual of a simple concept: a woman in a kitchen whose emotions transform from giddy, romantic happiness to sadness to fury.

The precise, raw emotions that were seen on the woman's face not only showcased the studio's technical prowess, the video demo has since been downloaded over 1 million times.

At a private viewing at this year's E3 (this preview was under embargo until the Leipzig Games Convention was underway), a real-time demo showed how far the developer has come. "People were eager for something different," said Heavy Rain's Director and Writer David Cage. "Probably more adult. And definitely more emotional."

Woman's face
So what exactly is Heavy Rain: The Origami Killer? Cage bills the experience as an adult emotional thriller, and the game is based around five main concepts. First, the story is told through the player's actions: You don't watch the story. You play it. (Quantic Dream introduced this idea in Indigo Prophecy, which used contextual button and stick movements to allow players to open doors, dodge attackers, keep someone calm, play basketball -- even pee.) Second, players' actions have consequences, and the decisions the player makes affect the way the story is told. Next, Quantic Dream wants Heavy Rain to be emotionally driven -- that is, the team wants you to actually care for the living and breathing characters. The fourth concept is that the story and themes explored in Heavy Rain will be adult. Cage promises that the game "will invoke themes that have never been used in games before." Finally, the developers want to make Heavy Rain accessible to a broad audience of players.

The unfolding journey of Heavy Rain is an enormous departure from conventional game design. "In Heavy Rain you don't have a gun. You don't drive a car. You don't solve puzzles. You don't deal with inventories," explained Cage. "This is a different type of experience than what the videogame market usually has to offer."

That all may seem a bit hard to swallow, and the demo shown at E3 was designed to illustrate the key concepts of Heavy Rain. The developers are keeping quiet about major plot points, so it featured a story that is outside the main plot of the game.

It's worth noting that the opening menu alone is engrossing: A facial close-up on one of the characters -- Madison -- was eerie and mesmerizing. Using real-time 3-D facial motion capture, Quantic Dream has recreated detail down to the micro-movements in the eyes. Complex shades of the skin, shadows and more make the visual quite breathtaking.

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Responses

  • unangbangkay
    unangbangkay

    Aug 22 2008 1:44AM

    Like Fahrenheit/Indigo Prophecy, Quantic's games have essentially been really long QTE sequences (though Omikron was arguably more diversified, but not to the best effect). I love QTEs as much as anyone else, but given the kind of venom some folks direct at any kind of QTE, I'm hoping a game that's nothing BUT will prove to be better received.

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Filed Under: Heavy Rain, The Origami Killer, Quantic Dream, David Cage, E3 2008, Leipzig Games Convention 2008, Games Convention, GC, Germany, Motion Physical Action Reaction, MPAR
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