This is a rebuttal to a Gamasutra article (Also posted there) regarding Cage's statement about Heavy Rain serving as a gauge for innovation within the industry. I didn't structure this in the manner that I normally employ when making a thread but I felt that my thoughts on this incredibly interesting game certainly belonged on this forum. You can read the original article here:
http://www.gamasutra.com/view/news/27825/Cage_Heavy_Rain_Sales_Sent_Very_Strong_Message_About_Innovation.php
I really enjoyed my time with Heavy Rain but when you honestly analyze what it offers, there is no way to logically denote it as a game, at least not beyond an incredibly rudimentary definition of the concept. Heavy Rain, for all of its praise and technical achievement, is only marginally more interactive than something like Dragon's Lair. While that assessment may seem harsh the reality is that Heavy Rain leads the player by the nose throughout the entire experience, occasionally punctuating the narrative-rich game with a QTE sequence that may (or may not) change the next series of cut scenes. The game play is at best cursory, at worse obligatory but regardless the actual interactivity of Heavy Rain is altogether secondary to the story. That isn't a criticism so much as an observation, but it does bring up some interesting questions about this medium as we collectively ponder the delineation between watching a game and actually, well, playing it.
I purchased Heavy Rain day one and I'm happy to have done so. Unlike so many fellow gamers who posture and claim to want innovation, I actually use my money to support developers who try new and interesting things. However, I also traded in Heavy Rain a few weeks later because while I do not regret buying the game, it is also the type of experience I have zero interest in repeating. And the reason for that is very simple: Heavy Rain isn't much of a game.
For me, interactivity is what defines this medium and makes it something so different than passive forms of entertainment. As involved as we may become in literature or films, what we watch and read has a preset narrative and the manner in which that conclusion is reached has been decided by the author or director; we are merely passive observers. In a videogame, even if the narrative and conclusion is predetermined, the manner in which we arrive at that conclusion is often malleable and gives the gamer choice and freedom in how to progress. While Heavy Rain offers choice, that choice is mostly a façade, especially once we realize that the final reveal of the Origami Killer remains the same regardless of our in-game decisions.
Even the most generous editorials acknowledge that the differences found within the game are marginal and it is at this point that we realize Heavy Rain fails as a game because the actual mechanics are so simple and superficial that for many, they do not warrant replay. What are memorable are the story, atmosphere and characters and while all of those things are certainly worthy of praise, what does it matter if the game itself isn't all that playable?
What I find mostinteresting about Heavy Rain is that it demonstrates how so many developers seem obsessed with emulating cinema rather than finding their own voices using gaming as a conduit for their respective visions. Heavy Rain is nothing more than an interactive film with incredibly limited gameplay options and this design would seem to go against the grain of truly defining this medium as something wholly unique and separate from cinema and television. Worse, by emulating film, developers are then forcing us as gamers to compare these interactive films to true cinema and when that occurs, even the most robust narrative tends to falter because film is simply a better medium for static storytelling. I would argue that story should never be the primary propellant of any videogame. Otherwise, why not just make a film?
As previously mentioned, I enjoyed my time with Heavy Rain but placing it upon a pedestal as a shining beacon of innovation doesn't strike me as particularly accurate. I'm currently playing through Avalanche's Just Cause 2 and I would argue that game is far more innovative than Heavy Rain in just about every way, especially where it should count. I'm also currently playing through Yakuza 3 which also contains a robust and compelling narrative yet manages to also implement enjoyable gameplay mechanics, which makes me wonder why Cage and his development team were so adverse to making Heavy Rain playable beyond the superficial QTE's that comprise the entirety of the experience.
Lastly, as I play through Santa Monica's impressive God of War III, the incredibly vibrant cinematic feel of that game matches anything found in Heavy Rain yet simultaneously manages to offer up incredibly polished and enjoyable game mechanics that make me feel in control. When a more cinematic feel is necessary, QTE's are utilized in that game to great effect but the responsibility of interactivity is never lost on the developers who seem to understand that gameplay is crucial within any form of entertainment that is founded upon interaction.
I suppose when comparing Heavy Rain to more passive interactive games like the aforementioned Dragon's Lair, what it offers up is certainly an evolutionary step in merging two mediums into one but I'm not convinced that such a merger is necessary when so many brilliant games are rejecting the notion ofa traditionalnarrative structure and opting to use the freedom of interactivity to unfold the story. When I look at titles like Portal, Shadow of the Colossus, and Braid, what I see in those titles are brilliant games that push this medium forward by creating an experience that couldn't be replicated in any other medium. Heavy Rain feels like a movie masquerading as a videogame and while I applaud the many things it does well I can't forgive it for such a glaring omission in an era when games have become so much more than conduits for wannabe filmmakers.
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