Don't Be A Genre Snob
22 hours 8 mins ago
Heavy Rain has wow'd PS3 gamers everywhere with its outstanding graphics and the unique level of interaction. But despite two tech demo's (yes that second demo isn't actually part of the game) and many screens and videos we still know very little about the title. Writer and director of the title David Cage remedies this somewhat, talking about the improvements made since Indigo Prophecy, what their view of online content is, what their company has planned for the future and much more.
1UP: I heard you mention at Games Convention that Heavy Rain is "everything we learned and did right on [Indigo Prophecy] done 10 times better, less everything we've done wrong." What are some examples of things you did wrong in Indigo Prophecy that you're staying away from this time?
David Cage: After [Indigo Prophecy], we spent a lot of time reading reviews and players' feedback on forums. We also had our own ideas about what worked and what didn't. First and foremost, I think we have a much stronger script in Heavy Rain. Although it was more complex to write, I think the characters have real substance, and the story should be emotionally involving. I also tried to evoke themes rarely used in games, which should be one of the challenges of the game, but also one of its more interesting aspects. It's an important test for me to see if we can tell more subtle stories and trigger more complex emotions in a game or not -- something we already started to experiment with in [our] The Casting demo.
We also continued to develop our concept of "bending stories," allowing players' actions to have consequences on the story. We pushed this idea further, in a more constant, fluid, and effective way. We also entirely redesigned the way action scenes work, something that was one of the weak aspects of [Indigo Prophecy].
We also spent a lot of time and energy in developing a solid engine, graphics tools, and pipelines. I think gamers can already judge the graphic quality from the first playable demo we presented. Many people seemed to think that this pre-teaser was prerendered and not interactive, but it's entirely real time and fully playable.
We really improved the experience at all levels, with more interactivity, new gameplay mechanics and interfaces, high-quality sets and virtual actors, a new technology of facial motion capture, better animations, and many, many other surprises I cannot reveal now. But, believe me, what we've shown so far is nothing compared to what we're currently working on for the full game.
1UP: You also mentioned at Games Convention that the taxidermist scene you showed won't be part of the game's main story. Will it still appear in the game, and if so, in the exact same way we saw it? Or perhaps with changes, such as how Konami showed Metal Gear Solid 2 scenes in their marketing with Snake as the main character -- even though he never appeared in those scenes in the real game -- to avoid spoilers?
DC: Not showing a part of the game was really important to us. We believe story is a key component of the experience, and we didn't want to spoil it. We haven't decided yet how this first playable will be used. Maybe as a bonus scene that players will unlock in the game, or maybe as extra downloadable content.
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