Heavy Rain Aim to Redefine Video Game Story Telling

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aka_aj03

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#1 aka_aj03
Member since 2004 • 5911 Posts

PARIS--The term "interactive entertainment" has been bandied about for almost as long as "convergence," but next year's PlayStation 3 exclusive Heavy Rain could give new meaning to both. That is, if all goes according to the plans of Quantic Dream's president and CEO David Cage.

"We want to create experiences that engage the player emotionally and we want to explore the potential of interactive storytelling," said Cage, who opened the doors to his Parisian studio to a small group of American journalists. "Our goal is to create a new format for an adult audience. This stems from the idea that there are a lot of kids' games out there, but I'm 39. I was born with videogames, but I don't want to play the same games I did when I was 12."

Even at this stage, characters in Heavy Rain look amazingly lifelike.

Quantic Dream's Indigo Prophecy, a critically acclaimed but poorly marketed PC, PlayStation 2 and Xbox game from Atari, was the first step in the direction that Cage and his team focused on. Heavy Rain is a film noir thriller, based on interactive story telling that changes based on the player's actions, choices and consequences.

"It's much more a journey than a series of obstacles," said Cage. "It's an emotional rollercoaster ride that should give players pleasure through a deep range of emotions.

Depth and meaning is important for us. We want players to have an interest in the characters and care about the characters. We try to tell a story that means something and makes you think a little bit. It's not about a battle between good and evil but something that makes you think as a human being."

Cage is keeping mum on the plot, in part because it changes depending on how one plays the game. A professional musician who gravitated to gaming 11 years ago after designing music for games, Cage spent 15 months writing 6,000 pages of notes and references and the 2,000-page script that powers Heavy Rain. The porous script is packed with 30,000 words of non-linear dialogue, which has been brought to life by a cast of 70 actors and stuntmen. Currently, a development team of over 220 people will bring the extensive motion-captured action -- the largest ever for a videogame -- into a narrative that gamers can explore.

"The key was to find a structure that had a solid backbone and a potential for non-linearity and then I introduce a fractal structure, since we don't tell a story that's 90 minutes long like a typical Hollywood film," said Cage. " Each scene becomes a short movie in itself. Sometimes parts of a scene have that same structure. It's interesting to have consistency between this."

Despite the gargantuan script and the unprecedented 170-day mo-cap shoot, players won't find many cut scenes in Heavy Rain. Cage uses cut scenes only when there is no other way to relay part of the story. The core of the gameplay is for the story to unfold around the player. Like many game developers, Cage believes cut scenes are bad.

"We only use cut scenes for really key moments when there's nothing to play," said Cage. "Each scene must offer something strong that matters in narrative and gameplay. You can't just have a fantastic story but nothing to play or vice versa. It's a challenge to find both an interactive and storytelling component in every scene."

Taking a cue from another Hollywood medium, television, Cage has crafted a story that offers scenes that can be played quickly and seamlessly. This should open up gameplay to a more mainstream audience, just as Sony's PS3 is reaching a larger install base of global consumers.

"This is not a game where you spend four hours in a set and then come back two hours later because we have to reuse the set," said Cage. "We want to surprise you. Many things will change from one scene to another. This is a good thing for the way people play games today. Sometimes people play four or five hours in row and sometimes they just want to play for a short time. You can jump in and play a scene if you want."

Although Cage was coy with revealing much about the actual story, some clues did come to life through his presentation. He sent a small team of artists to New York for two weeks to take digital pictures and videos as reference for the story, which will take place on the East Coast of the United States. A train station that was shown in a real-time 3-D level was called Lexington Terminal, so it's not clear whether the city in Heavy Rain will be an actual city or a fictitious setting. Ethan Mars is the protagonist of the story, and there is a serial killer called the Origami Killer, who will likely serve as the antagonist. There will also be a love interest named Famille.

Cage won't likely unveil much more about the actual plot because he wants people to enjoy an experience that will be unique depending on how the player interacts with this promising video game, set to release sometime in 2009.

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foxhound_fox

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#2 foxhound_fox
Member since 2005 • 98532 Posts
This is when developer hype goes too far. Don't shoot for the moon David if you cannot get off the ground.

And as far as I can tell, there have been plenty of games in the past 5-7 years that have been great at using "interactive entertainment."
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Episode_Eve

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#3 Episode_Eve
Member since 2004 • 16986 Posts
I think what Quantic doing is inspiring and awesome :). I have faith that they'll pull off everything they've been striving for and wow us. Games have an aspect that movies and books don't with interactivity, the potential is not yet fully realized.
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caliburgst

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#4 caliburgst
Member since 2008 • 153 Posts
sounds cool
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tmntPunchout

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#5 tmntPunchout
Member since 2007 • 3770 Posts
Is this game going to be like dragon's lair?
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finalfantasy94

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#6 finalfantasy94
Member since 2004 • 27442 Posts
Well seeing how this is an adventure game it better be a dam good story.
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BioShockOwnz

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#7 BioShockOwnz
Member since 2006 • 52901 Posts
I really hope so. I was disappointed in the route Indigo Prophecy took, even though I still loved it... David Cage better walk the walk this time.
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ReaperV7

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#8 ReaperV7
Member since 2008 • 6756 Posts
there better be actual heavy rain in the game.
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Patatopan

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#9 Patatopan
Member since 2008 • 1890 Posts
Emotion is an organic function, not a feature.
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jakarai

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#10 jakarai
Member since 2008 • 4289 Posts
Can't wait to see what this game will be about.
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WatchmenWatchUs

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#11 WatchmenWatchUs
Member since 2008 • 445 Posts
I was a huge fan of Indigo Prophecy. The only thing I really hated was the ending. I'll keep my eye on Heavy Rain, people can call it a movie all they want. Once Heavy Rain comes out, i'll enjoy playing my “movie” while haters sit there and do nothing but hate. Hopefully a Summer 2009 release.
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AdrianWerner

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#12 AdrianWerner
Member since 2003 • 28441 Posts
I don't see it redefine storytelling, but it should provide great story, maybe not the best of 2009, but near the top propably
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Nike_Air

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#13 Nike_Air
Member since 2006 • 19737 Posts

This is when developer hype goes too far. Don't shoot for the moon David if you cannot get off the ground.

And as far as I can tell, there have been plenty of games in the past 5-7 years that have been great at using "interactive entertainment."foxhound_fox
He already got off the ground , and realises he can do better and help take the medium further. I am glad people are shooting for the moon , even if they fall short.

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Bentham

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#14 Bentham
Member since 2008 • 1154 Posts
I'm really excited about this game--I loved Indigo Prophecy.
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#15 Darth_Sibbs
Member since 2004 • 4234 Posts
It looks promising but who knows they could lose direction and a huge pile of crap ensues
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Mordred19

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#16 Mordred19
Member since 2007 • 8259 Posts
Sounds awesome.
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Tiefster

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#17 Tiefster
Member since 2005 • 14639 Posts
This is when developer hype goes too far. Don't shoot for the moon David if you cannot get off the ground.

And as far as I can tell, there have been plenty of games in the past 5-7 years that have been great at using "interactive entertainment."foxhound_fox
Yes, I agree, many games have captured aspects of "interactive entertainment" I'm excited for the game as of now but I'm not getting my hopes up about it being anything groundbreaking.
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jakarai

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#18 jakarai
Member since 2008 • 4289 Posts
[QUOTE="WatchmenWatchUs"]I was a huge fan of Indigo Prophecy. The only thing I really hated was the ending. I'll keep my eye on Heavy Rain, people can call it a movie all they want. Once Heavy Rain comes out, i'll enjoy playing my "movie" while haters sit there and do nothing but hate. Hopefully a Summer 2009 release.

They said the same thing about MGS 4. I don't get most gamers. Do they just keep wanting the same old generic shooters over and over again. I am always up for new kinds of entertainment. That's why I like Sony. They don't just go after certain genres and just keep doing the same old rehash garbage over and over again. Give me my "movies" and I can still get my shooting fix on as well. I really loved the story telling in Heavenly Sword aswell.
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AAllxxjjnn

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#19 AAllxxjjnn
Member since 2008 • 19992 Posts
[QUOTE="jakarai"][QUOTE="WatchmenWatchUs"]I was a huge fan of Indigo Prophecy. The only thing I really hated was the ending. I'll keep my eye on Heavy Rain, people can call it a movie all they want. Once Heavy Rain comes out, i'll enjoy playing my "movie" while haters sit there and do nothing but hate. Hopefully a Summer 2009 release.

They said the same thing about MGS 4. I don't get most gamers. Do they just keep wanting the same old generic shooters over and over again. I am always up for new kinds of entertainment. That's why I like Sony. They don't just go after certain genres and just keep doing the same old rehash garbage over and over again. Give me my "movies" and I can still get my shooting fix on as well. I really loved the story telling in Heavenly Sword aswell.

Its not really that. It is the way in which the story is told. In Metal Gear Solid it's through long cutscenes. How the hell are video games ever suppose to be considered art if they just borrow story telling techniques from other mediums?
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Vaasman

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#20 Vaasman
Member since 2008 • 15877 Posts
Overhype ftl. The game will be good, maybe great, possibly amazing, but I highly doubt it will "redefine" anything. Plus I still can't stand to look at the main character, who looks just plain fugly.
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InsaneBasura

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#21 InsaneBasura
Member since 2005 • 12591 Posts

Ambitions are nice. I'm not expecting some sort of awesomely spectacular story that makes me reflect upon life itself here, but if he really means it when he says Heavy Rain is "everything we learned and did right on [Indigo Prophecy] done 10 times better, less everything we've done wrong.", then it could turn out pretty darn good. One of my most anticipated 09 titles.

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WilliamRLBaker

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#22 WilliamRLBaker
Member since 2006 • 28915 Posts
They dont look lifelike they look like dolls I hate when people throw lifelike around and dont show me something that looks EXACTLY like what its supposed to be, As for that heavy rain wont redefine game storytelling any more then Indigo prophecy did.
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jakarai

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#23 jakarai
Member since 2008 • 4289 Posts

They dont look lifelike they look like dolls I hate when people throw lifelike around and dont show me something that looks EXACTLY like what its supposed to be, As for that heavy rain wont redefine game storytelling any more then Indigo prophecy did.WilliamRLBaker

Well we have yet to see the final game. I think when he said lifelike I think he means how the characters move and act.

I would never say never.

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Eyezonmii

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#24 Eyezonmii
Member since 2008 • 2145 Posts
This is when developer hype goes too far. Don't shoot for the moon David if you cannot get off the ground.

And as far as I can tell, there have been plenty of games in the past 5-7 years that have been great at using "interactive entertainment."foxhound_fox
oh keep quiet....will ya? you haven't played the game...gsus!
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#25 FrozenLiquid
Member since 2007 • 13555 Posts

From the replies I've read, I don't think people get it. And if you're about to make a smartarse comment about me saying you do get it, but find nothing redefining, hold your tongue, because you'll look like an idiot if you didn't read the rest of my message.

Video games, by and large, are linear experiences. You have your S.T.A.L.K.E.R, you have your GTAs, and you even have Morrowind. STALKER and GTA are open ended, but the actual stories, and thus the game design is fundementally rigid. Even the mighty open-ended Morrowind is rather linear in structure. It's not so much how you unfold the story but rather when you unfold the story. Kill Caius Casades and you've messed up your shot at saving Vvanderfell. Good Game, no Rematch. Same goes with Bioware and Black Isle RPGs (and Deus Ex), which may give you many side quests and a few different endings, but that's about as complex as a Goosebumps Choose-Your-Own-Scare.

The second "issue" with video game storytelling is that it's player-oriented. Virtually every single game requires the player to engage a scripted event for progress, even those WRPGs (again, Morrowind, Deus Ex etc). The only video game which truly makes the world feel alive without your input is The Last Express, which commercially fell into nothingness. Incidentally, it's another adventure game much like Heavy Rain (yeah, adventure games have to do the hard work :P ).

Farenheit/Indigo Prophecy touched slightly on what The Last Express did. In certain instances, there were times when things happened without your input. Be it a person entering the bathroom and finding a dead body in the toilet, or someone making their way to your apartment, you didn't necessarily trigger the event, it just happened and you had to deal with it. Like The Last Express, if you missed a clue or an action, tough luck, it's come and gone. Try again in your next playthrough.

Heavy Rain takes this to the next level. Not only does this capitalize on the whole "living breathing world" in the vein of the two aforementioned games, what and how you approach things apparently has an effect on the story itself. You could be stealthy or guns-blazing in Deus Ex, and still come to the same conclusion, but this appears harder in Heavy Rain, because of how it operates. This game could very well be the next step in non-linear stories for entertainment, where your actions in an independently persistent world (within the realms of the setpieces) clash wildly to change the course of the story. I believe a few experimental adventure games have tried this, but it's too risky for a relatively large commercial production, so I can't name any at this point. All I know is that if this works, adventure games are going to be incredibly popular again, and video games in general will take note of what has happened.

Let me remind you that this is in addition to the graphical technology and extremely cinematic (and rather ironic) approach HeavyRain is aiming for. Put all those things together, and Quantic Dream's claim starts sounding more reasonable.

-

Now you may let loose your tongue and fire off your arguments at me. Tell me though, do you really wanna go there? ;)

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Malta_1980

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#26 Malta_1980
Member since 2008 • 11890 Posts

considering the time, investment & clear dedication they are putting in the game somehow i do believe they (devs) might have something special going on about Heavy Rain... honestly am not that hyped for this title, probably because not much info is available but am surely keeping an eye on this title... might provide a different/original approach to the gaming experience we'll get once the game is available.

Currently am really happy with the strategy SONY has announced earlier this year, which was focusing on exclusives... its paying back with the likes of MGS4, R2, LBP, and upcoming titles such as KZ2, WKC, Heavy rain, Infamous, GOW3, Uncharted2, GT5 etc etc... (and yes I know that some of those are not from 1st party devs but still exclusives)

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Episode_Eve

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#27 Episode_Eve
Member since 2004 • 16986 Posts

From the replies I've read, I don't think people get it. And if you're about to make a smartarse comment about me saying you do get it, but find nothing redefining, hold your tongue, because you'll look like an idiot if you didn't read the rest of my message.

Video games, by and large, are linear experiences. You have your S.T.A.L.K.E.R, you have your GTAs, and you even have Morrowind. STALKER and GTA are open ended, but the actual stories, and thus the game design is fundementally rigid. Even the mighty open-ended Morrowind is rather linear in structure. It's not so much how you unfold the story but rather when you unfold the story. Kill Caius Casades and you've messed up your shot at saving Vvanderfell. Good Game, no Rematch. Same goes with Bioware and Black Isle RPGs (and Deus Ex), which may give you many side quests and a few different endings, but that's about as complex as a Goosebumps Choose-Your-Own-Scare.

The second "issue" with video game storytelling is that it's player-oriented. Virtually every single game requires the player to engage a scripted event for progress, even those WRPGs (again, Morrowind, Deus Ex etc). The only video game which truly makes the world feel alive without your input is The Last Express, which commercially fell into nothingness. Incidentally, it's another adventure game much like Heavy Rain (yeah, adventure games have to do the hard work :P ).

Farenheit/Indigo Prophecy touched slightly on what The Last Express did. In certain instances, there were times when things happened without your input. Be it a person entering the bathroom and finding a dead body in the toilet, or someone making their way to your apartment, you didn't necessarily trigger the event, it just happened and you had to deal with it. Like The Last Express, if you missed a clue or an action, tough luck, it's come and gone. Try again in your next playthrough.

Heavy Rain takes this to the next level. Not only does this capitalize on the whole "living breathing world" in the vein of the two aforementioned games, what and how you approach things apparently has an effect on the story itself. You could be stealthy or guns-blazing in Deus Ex, and still come to the same conclusion, but this appears harder in Heavy Rain, because of how it operates. This game could very well be the next step in non-linear stories for entertainment, where your actions in an independently persistent world (within the realms of the setpieces) clash wildly to change the course of the story. I believe a few experimental adventure games have tried this, but it's too risky for a relatively large commercial production, so I can't name any at this point. All I know is that if this works, adventure games are going to be incredibly popular again, and video games in general will take note of what has happened.

Let me remind you that this is in addition to the graphical technology and extremely cinematic (and rather ironic) approach HeavyRain is aiming for. Put all those things together, and Quantic Dream's claim starts sounding more reasonable.

-

Now you may let loose your tongue and fire off your arguments at me. Tell me though, do you really wanna go there? ;)

FrozenLiquid

N:cry:! I do not wanna go there! Good post :wink:, I agree completely.

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Rev3nger

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#28 Rev3nger
Member since 2006 • 1127 Posts

It's never good when a game is marketed with this kind of hype from the developer. Lets hope this one fares well, though. I'm all for games that change gaming forever.

As a side note, this game should be renamed "Uncanny Valley".