Interviews// Inside Heavy Rain

Posted 8 Jul 2009 18:10 by
Guillaume de Fondaumière
Guillaume de FondaumiŤre
Heavy Rain, the upcoming PS3-exclusive... we'll call it an 'interactive thriller', has a lot of people scratching their heads. On the one hand, footage makes it look moody, starkly beautiful and very intense.

On the other hand, a lot of people are looking at it and asking, 'How much control will I actually have? Will it just be a series of quick time events?'

If you haven't asked those questions because you've seen little to nothing of Heavy Rain, you might want to have a look at this video. It's real purdy.

I sat down with Guillaume de FondaumiŤre, co-CEO of the game's developer, Quantic Dream, to discuss how deep the player's control of the game really goes, what his team has done to make sure you're not just passively watching a story unfold in front of you and why it made no sense for him to slap me.

SPOnG: David Cage has talked about not giving Heavy Rain an open world because he said it would limit Quantic Dreamís ability to control the flow of the story. To what extent is a player able to create their own narrative and to what extent are you as developer controlling their progression through the game?

Guillaume de FondaumiŤre: As Iíve said, Heavy Rain is a game in which story is core to the experience and we really want to give players the possibility to see the consequences of their actions and how it impacts the story. So, a number of actions will have consequences on a particular scene, some will have consequences in a few scenes ahead and some will have dramatic consequences on the story.

I guess, from what weíve shown so far, the most dramatic aspect being for instance losing one of the characters. So, itís really a game about choices and consequences. Thereís nothing right or wrong that you can do in the game, but there are choices Ė sometimes moral choices Ė that you will have to make, always contextual. Youíll always understand what the motivations of your character are, and by triggering certain actions or deciding to go into a direction or another, deciding to engage in a relationship or not, to say certain things at certain moments and not others, youíll be able to shape your own story.

But, of course, we are always in control of the story. As David said, itís not an open world game, itís story-driven and whatís very important for us is that the story is consistent and meaningful from the beginning to the end. This is something you (simply) canít achieve today with an open world and a sandbox game.
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Dan 9 Jul 2009 06:54
Great interview, I have never been this excited for a game before, hopefully there aren't any problems and it come out on time if not sooner.

and Having 20+ ending is awesome
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