The Rain, It Raineth Every Day

by Lexa

Lexa reviews Heavy Rain, despite her startling lack of knowledge on the subject.
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I’m not a gamer. Never have been, and never will be. I’ve never owned an X-Box, PS3, or a Wii. My appalling hand-eye coordination is legendary among my friends, who sometimes take delight in pushing a console at me and gleefully watching the resulting carnage.

But one of the things about university is finding out new and exciting things, and my friends here in sunny Wales have decided that my education is vastly remiss.

It began with the films. My Gamer Housemate decided that she was going to show me as many films based on video games as she could, in the hope that the storylines would entice me: enter all of the Resident Evil films (yes, even the new CGI one), as well as Doom, Silent Hill, and even Final Fantasy: Advent Children. I can tell you with certainty that I have never been more at sea in a film than I was with that last one, and what had begun as polite pleas to make it stop ended with my rocking quietly in a corner.

So that track was abandoned, and I was left alone for a while. Then I made the mistake of getting into a play, and – to cut a long story short – it was decided that all of the cast would have a mates’ night in, and watch a play-through of Heavy Rain, a game that everyone I knew had been raving about since it came out.

I had assumed it would be along the lines of a first-person shooter, and would therefore be as dull as ditchwater as a result. I’d like to be able to tell you that it changed my opinion of games, but in fact a vast deal of it WAS dull as ditchwater - albeit for different reasons.

My friend Ben had been calling Heavy Rain an “interactive film” for weeks, in an attempt to convert me to the idea, and I was startled to see that his description is actually closer to the truth than you might expect. In the first half-hour or so, you control a man as he goes about his morning business. He gets up, showers, does some work, and plays with his kids.

It’s all much too sugary-sweet, presumably as a contrast to the tone of the rest of the game, and it’s much too long, but it does allow the designers to show off. This is one beautiful work of CGI technology. Apparently it’s motion capture, which at times lends everything a startling lifelike quality. After a while (let us say, an hour or so) the real plot starts, and you can actually start enjoying things.

A mysterious villain known as the Origami Killer (due to his habit of leaving little origami birds around the place) is on the loose. He kidnaps young boys, and their bodies are invariably found a few days later, with no trace of how they got there. He kills in the autumn, when the rain is heaviest (see: title of game), so that his tracks get washed away. But who is he? And why does he do it?

During the game, you control four characters:

-A Bloke (so bland that I had to look up his name: Ethan) who suffers a variety of misfortunes before his son is kidnapped.

-A Woman (Madison?) who is a journalist researching the kidnapping, and who aids our Bloke as he tries to find his son. She spends an inordinate amount of time in her underwear, contrary to all the physical activity she has to do.

-Scotty, a private detective trying to work out who the killer is. Scotty is actually great fun, as referenced by the fact that his is the only name I can remember. He hails back to the era of film noir, and it was really great to see an overweight, less-than-perfect character in a game.

-An FBI Agent (I believe he’s called Jake), who gets to play with what seems to be a really neat filing system in cyberspace. He puts these glasses and gloves on, and essentially hooks into the Internet. Only drawback – it’s addictive, and it hurts. Hmm.

During the story, you must help your characters work out different clues, and try not to get them killed. Because the really interesting thing about this game is that your characters CAN die – no second chances here. It added a real air of suspense to the whole thing. The kidnapper likes to leave tasks for the fathers of the victims, to prove how much they will do for their sons, and believe me: things could get pretty hairy at times. My dear friend Ben looked positively shell-shocked after one in particular, which all of us watched with the squeamish expressions of the uninitiated.

It was, however, much too long. There was only so much time I could spend watching our Agent wander around getting things wrong, or our Bloke feed his ungrateful child (If I’m totally honest with you, I was grateful when the little brat got kidnapped – it meant less tedious scenes of domestic boredom). Maybe if you’re playing it, it’s more interesting. If you’re watching it, you feel disconnected in the way you do when you’re watching any video game.

But when it was good, it was GOOD. The action scenes were thrilling, and by the end those of us who didn’t know it all had to stop and privately write down our guesses as to who the kidnapper was – and only one person got it right, which impresses me. It was all a little too far-fetched, but everything seems to be nowadays, so why not? It suffered from the normal clichés (so what, we have people to save? Let’s shag!), but they were largely forgivable. I won’t tell you which ending I saw, but it is interesting to note that they are apparently all very different – except that the identity of the kidnapper never changes, which is a little disappointing. It would be much more fun if the actions you took during the game determined who the killer was.

So: good video game? Yes, if you can cope with long stretches of inaction interspersed with sudden bursts of having to look everywhere at once. Interactive movie? It’s pretty, it has a plot, and it has characters you root for, but…there was just something missing. It’s still very much a game.

‘Heavy Rain’ is both a game and a film, at it’s a bit of a shame that it inadvertently ends up as neither. As a film it’s far too long, far to keen on showing off, and the voice acting and dialogue approached painful at times. As a game, it has to be boring – the gameplay looked crushingly dull for 80% of the time, when you went to the toilet, looked after your son, or had meaningless chats with receptionists. But the good bits did make up for it, and it was so gorgeous to watch that I can almost forgive all its faults.
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Comments (go to latest)
Daniel Hemmens at 11:11 on 2010-04-03
those of us who didn’t know it all had to stop and privately write down our guesses as to who the kidnapper was – and only one person got it right, which impresses me


Interestingly, that doesn't so much impress me as bug me. If only one of you got it right, that strongly implies (to me at least) that it's simply not possible to work it out from the clues in the game.

Making an unguessable mystery is actually very easy - all you have to do is make the identity of the killer completely arbitrary. What's impressive to me is being able to work out who did it at around about the same time as it's revealed in the text, or else finding out who did it and kicking yourself for not working it out.
Arthur B at 12:08 on 2010-04-03
Great first article! A couple of thoughts from the gamer side of the fence...

After a while (let us say, an hour or so) the real plot starts, and you can actually start enjoying things.

I would like to point out that in no other medium could you get away with shit like this and not get reviled for it, but people give video games a pass for some reason.

During the story, you must help your characters work out different clues, and try not to get them killed. Because the really interesting thing about this game is that your characters CAN die – no second chances here.

Do you mean that you can die and then it's game over and your save games get wiped, or do you just mean that you can die and then reload from a save? Because, uh, the former is just unfriendly and the latter is not new.

It would be much more fun if the actions you took during the game determined who the killer was.

Interestingly, the 1997 Bladerunner game for the PC did that; the Voigt-Kampff test was literally infallible. If, when using it, you came to the conclusion that someone was a replicant, then they were in fact a replicant, and if you thought they were human they turned out to be human.

Interactive movie? It’s pretty, it has a plot, and it has characters you root for, but…there was just something missing. It’s still very much a game.

Quantic Dream have this irritating tendency to talk about "interactive movies" - they did it with Indigo Prophecy/Fahrenheit too, which was awful. It bugs the hell out of me. "Games are art" people always talk about how one day someone's going to make the "Citizen Kane" of games - well, Orson Welles didn't make Citizen Kane great by trying to be more like the conventional theatre, and nobody's going to make great games by trying to be more like the movies. If David Cage wants to make films he should go make films.
Daniel Hemmens at 12:15 on 2010-04-03
I would like to point out that in no other medium could you get away with shit like this and not get reviled for it, but people give video games a pass for some reason.


To be fair, part of the reason for that is that video games by necessity take longer than conventional media to do anything. It's actually relatively common for the introduction and tutorial sections of games to take about an hour to play through.


Do you mean that you can die and then it's game over and your save games get wiped, or do you just mean that you can die and then reload from a save? Because, uh, the former is just unfriendly and the latter is not new.


I think it's the former, but I'm going to actually give QD some props for this. The way I understand it is that your characters can die, and that those characters dying at that point is an actual legitimate path the game can take. This is actually quite refreshing when you compare it to - say - Bioware CRPGs, which surround you with a cast of NPCs who you regularly take into life-or-death situations, but who are guaranteed not to die until the final confrontation.

As far as I understand it, one way or another the game always plays through to an ending. It's just that in some of the endings you all die.
Arthur B at 13:15 on 2010-04-03
I suppose it's better than in Fahrenheit where there is a real possibility that one of the cops might have a nervous breakdown and quit the force after being obliged to go into a dark basement at the police HQ, and that's a game over.

On tutorials: I thought the days when we had separate tutorial levels where nothing of interest happens were behind us? These days games tend to just drop you in the action and teach you how to play and throw plot at you at the same time, and personally I'm glad for it.

A tangent: I remember that the action scenes in Fahrenheit were actually quite nice to look at, if you weren't playing, but weren't actually very interesting when you were actually playing them because they were quicktime events, with the result that you couldn't enjoy the action because you were busy watching the little lights which indicated which button you needed to press. I'd be interested to know whether the same is true of Heavy Rain. (But not interested enough to buy a PS3 to find out for myself. ;) )
Rami C at 18:27 on 2010-04-03
So it does its best to be both a game and a film, and ends up being severely compromised as either? As a non-gamer, it sounds like something I (and probably everyone else who isn't interested in discovering the Citizen Kane of games) would have a good deal of trouble being bothered with.
Rude Cyrus at 20:18 on 2010-04-03
The biggest problem I have with this game is that the writing is pretty awful when you step back and look at it -- there are times when the game actively lies to you for the sake of the narrative. When it's revealed who the killer is, my first reaction was "Wait, that makes no sense!" It ruined the entire game for me.
Daniel Hemmens at 22:39 on 2010-04-03
I've not played it, but that doesn't surprise me. I've often said that this sort of game is like a dog walking on its hind legs. The marvel is not that it is written well, but that it is written at all.

People simply have lower standards for video games than for the media video games constantly ape.
Jamie Johnston at 02:09 on 2010-04-04
I see Ben had a sneaky gender transition between paragraphs three and six to further conceal her / his identity. ;)

I'll be interested to hear whether you ever get converted to games and, if so, what does it, because I'm also by and large unexcited about computer games. Apart from one called Grim fandango, which I played a couple of times years ago and thoroughly enjoyed.
Lexa at 11:34 on 2010-04-04
I'm glad this is fuelling lots of comments!

Do you mean that you can die and then it's game over and your save games get wiped, or do you just mean that you can die and then reload from a save? Because, uh, the former is just unfriendly and the latter is not new.

The impression Ben gave me is that any of your characters in the game can die, but that doesn't stop the game. So if your Bloke is killed, he stays dead and you just keep playing with the other three. You just use your remaining characters to get to the end.

I quite liked that, though. As a non-gamer, it baffles me when people say "I died so many times on that level" and I just think: "Surely that means you should have lost the game by now?"

When it's revealed who the killer is, my first reaction was "Wait, that makes no sense!" It ruined the entire game for me.

Yes and no, for me. I had it all worked out that it was going to be one guy, and it even fitted (the watch, the evidence, misleading everyone), and when it was revealed who did it, I was a little irked that there was no lead-up. But thinking about it, who else could it have been? Any of the others and there would have been some kind of mutiny from the players.
http://webcomcon.blogspot.com/ at 17:00 on 2010-04-04
I quite liked that, though. As a non-gamer, it baffles me when people say "I died so many times on that level" and I just think: "Surely that means you should have lost the game by now?"


It's just a different convention. Previously, yeah, you had a finite pool of lives which depleted each time you died. Now games automatically set checkpoints or allow saves, and each time you die you restore from there. It's pretty rare that you'll die so many times that you have to lose significant progress, unless you get frustrated and quit. I think the idea is to have fewer barriers to your players actually playing the game.

Yes and no, for me. I had it all worked out that it was going to be one guy, and it even fitted (the watch, the evidence, misleading everyone), and when it was revealed who did it, I was a little irked that there was no lead-up. But thinking about it, who else could it have been? Any of the others and there would have been some kind of mutiny from the players.


That bugs me! It seems like the justification for who the murderer was is metatextual, and even explicitly contradicts textual evidence. That's a really obnoxious way to write.

It would be much more fun if the actions you took during the game determined who the killer was.


This just kind of baffles me. It might be sort of interesting, for the player, but I don't see how it would even begin to make sense within the context of the narrative. I mean, I presume Heavy Rain has a definite narrative that it wants the player to experience, being a film and all.
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