
Gaming is about the experience. Mashing buttons and keys is how I spent the nineties–I stomped on Goombas, explored dungeons in Hyrule, and bunnyhopped in Quake. When playing Doom in my early years, I was terrified of the demons that the gates of Hell unleashed. And I’ll never forget the first time I saw the rain streaked sky in Donkey Kong Country’s second level, swinging vine to vine.
I had a blast with gaming then and I have a blast with gaming now. My experiences have been memorable and positive–most of the time, at least.
As titles both released in 2010, it stands within reason that Final Fantasy XIII and Heavy Rain should have a lot more on the classics of yesteryear. They should have evolved significantly in the overall quality of experience–from gameplay to graphics, each title has had more than enough time to improve itself. But for some reason, I feel more immersed playing Castlevania II: Simon’s Quest than I do when I play as Ethan Mars.

As a title, Heavy Rain is a sobering experience. It’s thick and tiring. Its graphics are state of the art and some of the voice acting is pretty good, but that’s about all it has going for it. The game’s flaws are numerous and transparent. Although it serves as an homage to the serial killer genre of entertainment, it fails to offer more than a short episode of CSI: Crime Scene Investigation does. The cast spends much of the game running around like chickens with their heads cut off searching for answers for questions that weren’t asked. Their speeches and mannerisms are hollow and their actions lack meaning; when Ethan’s wife tells him it’s his fault his son is missing, her voice falsetto with grief, it falls flat.
And with her words, the whole game falls flat.
In Heavy Rain, it rains. It pours. A couple of boys are murdered. And then it rains some more. While it looks gorgeous–a collage of scenic cityscapes drenched in a torrential downpour–nothing else happens. It does very little and shows even less.
It’s even worse for the player. There is no actual game to be found in Heavy Rain. It gives gamers frequently clumsy controls and confining linear play. A shake of a controller and a little nudge of the joystick are about as intense as it gets. Furthermore, everything is scripted to a fault. There is no world to explore beyond the invisible barriers. You can’t walk along the train tracks or leave the apartment to head to a nearby store unless the game wants you to. Ultimately its linearity smothers and hinders what little story there is to begin with. Although originally heralded as a title that was all about choice, most choices are actually concluded with predetermined endings. There are RPGs that convey better choices from the last decade. While I may determine how Shelby gets an origami figure from a sales clerk at a convenience store, it’s impossible to leave the building without it. All I get to do is choose if I want to get shot, kill someone, or smile a lot in the process. It leaves a lot to be desired.

Of course, some would say that’s fine. After all, Quantic Dream meant this game as an interactive movie–it’s an experiment in medium melding. It’s not just a game, it’s a theatrical experience as it strives to combine the cinema with video gaming. As such, I will concede that it does make steps in that direction, but I still don’t fully agree it did it right. I would buy the argument, perhaps, if Heavy Rain and its significantly stronger cousin Indigo Prophecy were the only type of video game to fall victim to these pitfalls of severe linearity mixed with incredible stylistic elements.
But they aren’t–Final Fantasy XIII, Square-Enix’s latest in their brand defining series, suffers from exactly the same ills as Heavy Rain. It’s just about as much of a game and a movie, too.
Both titles even have similar themes. While the recent Final Fantasy’s tagline was not the question of “how far would you go to save the one you love” as Heavy Rain’s was, it still shared a common backbone to its story: love.

FFXIII and Heavy Rain are about–to a degree–saving loved ones. Ethan Mars wants badly to save Shaun Mars, his son. He would do anything in the process, at one point even commandeering a car five miles down the freeway in reverse traffic (which, might I add, the game doesn’t allow you to choose against doing despite letting you voice moral regret as Ethan). In Final Fantasy XIII, Snow would do anything to save Serah, including becoming the very thing he feared. As Serah becomes less tangible and prolific, the theme of saving loved ones extends to the entire world of Cocoon itself and, by proxy, humanity.
The themes themselves aren’t too bad, although there are obvious clichés. Clichés, however, make the world go around and it would be a mistake to judge solely on originality. It’s hard to be original after centuries of writers who have done it before and a damsel in distress isn’t anything new. In the video game medium, Mario and Zelda have all done it decades before. The problem isn’t that it’s been done before–it’s that it’s been done before better when technology and budgets were significantly less. What these two titles lack isn’t and never was originality, but rather, a fluid and multifaceted presentation.
And, much like Heavy Rain, FFXIII is all about style and presentation. It’s just not pulled off seamlessly. A few minutes into the world of Cocoon and it becomes obvious that its style is the game’s the most prominent feature. Unfortunately, the smooth presentation and flashing graphics end up merely serving as backdrops for an empty cast coupled with a disappointingly linear plot. At times, the game’s style has such a high quality that it almost highlights the lack of quality in the other elements. Although it contains a complicated story and a potentially deep world, its sentiment is mostly lost in a deluge of beautiful graphics and hyper-stylized art direction. Much like how it’s hard to really stop and think about the trauma Ethan Mars is experiencing over all the scripted action scenes of Heavy Rain, it’s difficult to breathe in-between the endless montage of FMV in FFXIII. The game’s potential is drowned out.

Worse, its mediocre gameplay doesn’t try to pull it out of the sea of failure.
The gameplay is possibly the worst part–Final Fantasy’s combat system has always been a staple for the JRPG genre, the series famously known for its emphasis on gear and attributes. While it may be antiquated and sometimes synonymous with tedious grinding, Final Fantasy games had combat and stats that were nuanced and took effort to master. But Final Fantasy XIII has barely any of that, choosing to emphasize its graphics and aural qualities as well as remove more complex RPG elements. Frankly, as a game and a JRPG, FFXIII could learn a thing or two from Dragon Quest’s recent return to its roots with its ninth installment. It could even look to WRPGs like The Witcher or Dragon Age to learn even more about being updated to present day graphical effects with timeless role-playing elements.
Arguably, both games should consider returning to the roots from which they strayed so far from. Of course, games have come a long ways from their roots of basic entertainment and that’s easier said than done. Games have changed and so have gamers. It’s not as easy as simply creating an enjoyable and fun experience anymore. Graphics need to be rendered perfectly, voice acting is essential, and a writing staff is almost as important as a development team nowadays. Game development has gotten a lot more complicated.
Beyond the technical elements, there is also an overarching pressure to outperform and be a commercial success. Games need to succeed and outdo past titles as well as offer an enriching experience to their fans. Each Final Fantasy must be better than the last to convince customers to continue to stay with the franchise. FFXIII needed to have stronger cut scenes, deeper narrative, and a richer world than any of the series’ previous titles. Similarly, Quantic Dream set out to surpass Indigo Prophecy by giving HR different perspectives, more choices, and a twisting plot with multiple outcomes. But both games fell short, caving under the expectations. They were demanded to utilize technology and surpass their predecessors. However, so intently focused on success, they ended up being little more than cumbersome entries in video game history.

It feels like they forgot about the core of gaming, their roots–the fun and the experience, how it all comes together to create an effect that leaves a lasting impression. It’s almost as if they forgot what video games were supposed to be about.
Maybe if Final Fantasy XIII and Heavy Rain hadn’t fallen prey to outperform and utilize technology in ways never used before, they would have had a different outcome. If they could have gone back to gaming’s roots a little and remembered the sum of the whole is greater than an emphasis on new technology, it’s possible it could have all been a different story.
Regretfully, they didn’t. Their various elements clashed violently to create two very confused and immensely gorgeous video games that left no after effect. And all that remains after completion of both are the vestiges of potential, the worlds that Ethan Mars and Lightning will never get to share with us–the experience gamers could have had.
Perhaps that is our lasting impression. I just doubt it’s what it was intended to be.

You pretty clearly didn’t play Heavy Rain, or at least didn’t play it more than once. Hell, I’d even go so far as to suggest you didn’t watch much of the promotional video. You DON’T have to get the clerk’s origami figure; the scene can be resolved just by sitting in the back of the store and doing nothing, and the clerk gets shot, and you leave the store empty-handed. Also, you can skip EVERY SINGLE ONE OF THE TRIALS. Every single character can die in at least three ways (though since the story revolves around Ethan, almost all of his are in the epilogue), and how close you come to getting them killed affects their perfomance, even if only cosmetically, in later challenges.
Here’s a challenge, one that should only take you a few hours. Replay Heavy Rain, and do everything you can to fuck things up. If you still think so poorly of it, then there’s no hope for the Video Game industry to rise above anything but toys because of people like you demanding that they be merely toys.
I think games are art (read my second latest post). I think they’re also above toys. But I think, art or not, they’re supposed to rise to a good experience–be it fun or impact, it’s about the whole feeling. Heavy Rain has no real overall vibe because its parts that make up a whole clash so much with each other.
And I did play it, though I’m sure it feels good to invalidate someone with the “you never even played the game” card. I went through the motions of basically ruining everything. However, I never left the store without the origami figure despite replaying the scene twice; once as intended and the other completely a mistake. In my bad play through, I screamed at the guy and refused to move, which led him to shoot Shelby and felt completely pointless as the dialogue implied he was a hero (clearly the original dialogue for the successful scene was just applied to a new scene). Yeaaaah, Shelby’s a hero for getting shot because he didn’t move out of the aisle. Explain that and maybe I will replay for a third time.
Actually, no I won’t. That game sucked. I’d rather go play a new game–sorry.
I wasn’t playing a card, I genuinely assumed you hadn’t played the game. Clearly a bad assumption, but just to let you know why I thought that: if you sit in the back of the store and let the store owner get killed, you don’t get jack from him, because he’s dead and Scott doesn’t search the store afterward.
I’m not sure how you didn’t get the overall vibe of ‘If we mess up, this kid dies’; having that hanging over the entire thing made it pretty frigging dark, and made the already oppressive rain even more so.
As for being a hero for getting shot, I’d say somebody who stood up to a man with a gun and prevented a death by doing so is a hero, no matter how he went about it. People die to save others and are touted as heroes all the time.
I think that logic confuses me a bit–if, as you say, the game has a lot of different options, why would you assume because I didn’t get your result that I didn’t play? Seems a little bit like a Strawman to me.
I did play that sequence twice, as I said, but both resulted in the origami. And I figured, when trying to play badly, the worst thing I could do was tell the kid to shoot me and the clerk basically (blah blah I won’t put down the gun blah blah shoot me blah). When I did that, the guy gave me the same speech as before (when I talked the kid out of shooting). The duality of that, both options being vastly different actions–one defiant and stupid, the other logical and sort of noble–confused me since it resulted in the same, prepackaged response.’
Here’s another example: her dream is just a dream. I let her get killed in my bad play through. The first time I tried the game, I fought valiantly. But in the end, it was just a dream, right? Feels like an inconsequential and trite choice.
As for the vibe, I really didn’t care about Shaun. Just like how I didn’t care about Jason, I felt very indifferent. This, in and of itself, is a rareity. I care more than I should usually in games. In Final Fantasy XI, I cried when a character named Fickie died. ***SPOILER***And in Indigo Prophecy, Heavy Rain’s predecessor, I felt horrified that they might kill Jade and wanted Lucas to prevail. But in Heavy Rain, I didn’t feel those things.
It might be subjective, and I’m not saying you’re wrong–obviously you’re wrong to say I didn’t play the game or that I need to replay it, as that’s personal–but I am saying I didn’t feel remotely the same way. A lot of people didn’t, just like as a lot of people did. It’s one of those games (experiences, whatever) that was either a huge hit or a huge miss with people.
You didn’t care about the characters? That’s… really odd. I felt more empathy for Ethan than I did for pretty much every character I’ve ever played, largely because we got a nice half-hour to see what his life was life before everything went to hell. We don’t get that enough in games anymore…
I do think that to get much out of Heavy Rain you do have to WANT to empathise with the characters. As in, consciously work at being inside their heads all the time, in contrast to TV or film where its up to the director. Everyone seems pretty depressed and at times it seems like the David Cage was working his damnedest to make all the characters unlovable, god knows why. I quite enjoyed the grocery hold-up scene, because I played it as “Shit, that guy has a gun, I really don’t wanna get shot but I need to make sure he doesn’t shoot he shopkeeper either.” Cue failure/success and corresponding emotions.
If I’d been playing it in a remote “poke things and see what happens” adventure-style way then yeah, the choice mechanic really doesn’t hold up to much scrutiny. As Deafiler says, you don’t HAVE to find the origami and that’s one of the big flaws of their illusion of impact.
I led a discussion group at GameCamp a few months age and one of our conclusions was that the Quantic Dream version of impact from choices was just learning more or less of the story. Bit disappointing.
Jesus, yes. FF13 has the worst gameplay of any of the Final Fantasy titles.
I couldn’t agree more. Heavy Rain was the most pedantic for me to actually care about any of what was going on and it may perhaps be the most limiting game I’ve ever played between the horrible controls and the lack of “true choice”. Especially sad for a game that supposedly champions giving the player options.
While I loved the combat of FFXIII, every other complaint and criticism is a shared one… it’s why I haven’t even finished the damn game sadly. I wanted to love the game so much prior to release but the disjointed, linear storyline and bastardized “RPG” elements, or rather lack thereof, made me dread playing it.
I liked how the combat looked, but I felt it was so dumbed down after a while and it led to me not finishing the game when coupled with the other problems. I know it gets better, supposedly, but after about fifteen hours I was fairly full on FFXIII. Heavy Rain at least I did manage to barrel through, although with the worst ending (or one of the worst, not sure its ranking).
Unfortunately, I played them back to back. Which is to say, I played FFXIII and then, decidedly disappointed, loaded up Heavy Rain to feel the experience.
It was not a good choice, in hindsight.
If you just watch, the combat of FFXIII is the most unbelievable-looking. XII had the sort of awkward stop-and-go to it and the ATB ones had some obvious waiting around strangeness, but XIII mixes long wait times with consistent multi-hit extravaganzas. It really would’ve been much better as an action game; it’s already earned the title of “Final Fight the RPG” unfortunately.
The problem with modern video games is that they focus alot more into graphics, story and presentation sometimes more than the actual gameplay.
The thing is, it is very hard for video game designer to strike a perfect balance between gameplay and presentation. Alot of games that feel like movies, the script usually is very weak and cliched. (dragon age was very generi) I just played through Mafia 2, and it felt like a poor game (in gameplay terms) and even a poor movie (would rather have rewatched godfather 1 and 2). By trying to be a game and movie, i think it failed in both parts.
A game should always focus on gameplay first, if the game is not fun to play, then i don’t think the story, presentation, graphics will help it that much as a game. But games should have good stories, an incentive to go through the gameplay. Somebody told me videogame stories is like porn that it gives enough story to get the action going. I think its kinda true, like even in the best of games of today, the story feels like a B-movie quality script.
Thank you. You have summed up my thoughts on these titles so well. It’s so disappointing that these titles have forsaken substance at the cost of flash. There’s nothing wrong with flash — I love great graphics. But gameplay should never be sacrificed as a result.
It sort of blows my mind that games have taken this direction. When I was a kid growing up, I first started with SNES RPGs: Chrono Trigger, Earthbound, FFVI, Super Mario RPG, etc. I loved the scope of these games and the worlds I could explore without TOO much linearity. I also highly enjoyed the Ultima series and other PC RPGs. Then FFVII came out and while it focused heavily on presentation, it also retained the scope of previous JRPGs. There was still that massive world to explore and a combat system that seemed intricate.
When I thought about the future of gaming, I couldn’t help but assume that the worlds would only become more vast. They would have even more nooks and crannies to explore. They would seem more fleshed out and real. The graphics would be increasingly lovely, and the gameplay would maintain or expand in intricacy.
So yes, it is a disappointment that games have not gone in this direction. The worlds are less interesting. You cannot explore them as deeply. When I think back to of the world that makes up FFVII, I can see the world map in my head. I can imagine all the different locations I visited and the people or monsters there. I can imagine Midgard and all its dark depth. When I think of FFXIII… I just picture a bunch of random linear hallways. I can’t even think of the name of one town. As an experience, the only word I can think of to describe it is incoherent.
I think part of the problem with the technology is the demand of the graphics itself. It becomes more difficult to create these vast worlds because the amount of design required to produce the space of these worlds. That’s less time focused on dreaming, writing, and creating these worlds. It’s costly to develop games, and it’s much more costly to animate hundreds of 3D models than 2D sprites.
Graphics are nice, but overrated. Less imagination is required on behalf of the player to visualize what these worlds are like. The human imagination is incredibly underrated. It’s why people have such great fun playing tabletop D&D games. What you can imagine up is much more compelling than anything they can show you on the screen.
I have complained a lot here. Complaining is useless without an offering of a solution. What I plead to game developers: Find or build tools that make populating a world efficient and effective. Bioware and Bethesda are great example of this. Great tools are how they are able to create amazing worlds. Even if the tools force you to scale back graphical quality, it’s OK. Your #1 priority in design is aesthetics, not polygons. It has to look good. This does not equate to a more powerful engine. It is all about art and aesthetics. Details are not only polygons. They are the little things you find in the world that make it more real, like in Resident Evil 1 when you would find and read a tattered journal. The graphics helped me visualize the world. But the little details helped me EXPERIENCE the world. We need to be able to explore and interact with the worlds in a unique, deep way in order to immerse into them. We cannot watch them like movies.
I couldn’t agree more with your comments, the writer, and other comments above. Gone is that feeling of, recalling an entire map, an entire area, an entire set of enemies in an area, weapons that you’d find, etc. It feels more like a movie than a game where you have practically no control over a situation, which is the draw to video games in the first place. I guess it has always been about exploration and when you throw in too much linearity, all that exploration goes away. You want to cut corners, although in a discovery-type way. You want to do things outside of the norm, to see what you’re made of, to see if you’re “smarter” than the system. But when you lose that control, you lose that experience, and you feel like a rat in a tube with water behind you flushing you out.
It’s a shame, you know–Heavy Rain had a lot of details. The game just wouldn’t let us explore them. I remember in particular a scene where the FBI Agent chases the second suspect through a supermarket. It’s so vivid! It’s alive! I love that supermarket!
But it’s all scripted. It’s a backdrop for the game’s dry and annoying combat system/story. You chase through a bunch of chicken, you slip on ice salmon is stored in–what fucking brilliant details, right? But they are all there only to serve the graphical beast, with no mind to exploration. I can’t go shopping or return to the scene later.
If it had been Sim Supermarket, with those graphics, I think I may have liked it better. Dare I say even loved it.
Wait wait wait—SIM SUPERMARKET?
That sounds like an awesome PSMove game waiting to happen. /s
FF13 was very disappointing actually. It was too linear, had characters that were strange instead of interesting, and had a plot and story that was confusing and random.
This article is comparing apples and oranges. You talk about Heavy Rain’s video game aspects like it was a video game which it isn’t: it’s interactive cinema. It’s like saying the latest Tekken and Madden (or Dinner Dash and Uncharted) games have stuff in common. Heavy Rain, I felt, had a gripping, realistic storyline with believable, humanized characters that handled a branching narrative better than any other video game-type experience I’ve ever had.
As said in the article:
FFXIII was interactive cinema just like Heavy Rain, only guised as a RPG. Together, both games failed to convey an actual experience for most people that rivaled the mediums they sought to mimic.
Even if it is apples and oranges, to me they both taste like rotten fruit in this case so the comparison is valid.
I feel I am the odd one out – but I loved FFXIII. Far more enjoyable than FFXII even though that had a pretty large explorable world.
Maybe it was a bit linear, but I was able to get sucked into the story that I couldn’t wait to get to the end and beat it. The combat system was really fun, I enjoyed it and spent tense moments frantically hoping the ATB bars would fill up in time and managing the timing of attacks by not allowing all the ATB bars to fill kept me involved.
I agree that there was a lot of cliches in it, but I guess I just assume that with the RPG territory. Maybe I am one of the simple gamers who gets suckered in by good graphics :-P, but I found the world of Cocoon and Gran Pulse so beautiful I loved running around and fighting and just being in the world, even in the relatively linear fashion for most of the game.
So maybe the world wasn’t as open as previous RPG’s , but ultimately I was still engrossed in the story and couldn’t wait to see how the team was going to beat the odds of being l’cie and I consider it a pretty strong showing in the final fantasy series.
You’re definitely allowed to like/love it. Opinions are opinions. I, too, really liked aspects of the story–but unlike you, I couldn’t get past the linearity and the trimmed combat system. Everyone has a different favorite Final Fantasy though :)
What is your favorite Final Fantasy game?
@Derek Probably FFVI, but I have this really trashy soft spot for FFVIII. I know it’s largely because it’s the first FF I played and it has very little critical merit, but when I was fourteen, it became a coming of age game for me so I will always be a little tied to it. In terms of mechanics, story, and not being biased as fuck though, FFVI for sure.
@Ashelia FFVI is my favorite as well, so much so I play through it ever year or so. While not quite the writer you are I wrote a little something up at our website about it http://www.gaslampgames.com/blog/2010/04/20/my-favorite-game/. As for FFVIII, it is a great game that most people don’t give enough credit for. There was an article awhile back that really gives solid reasoning why it was not as horrible as some believe. http://www.popmatters.com/pm/feature/70336-remembering-the-orphan-final-fantasy-viii/
FFVI is my favorite Final Fantasy, as well. I once, a very long time ago in an internet far, far away, had a shrine to Edgar Figaro. :p
I’ll certainly agree that Heavy Rain got a lot wrong (especially with the writing–how the hell did Jason end up across the road from the shopping mall in the first place?!), but I think it attempted something really admirable and, to an extent, achieved its goal.
That goal, to me at least, was to try to build a game around interactions other than shooting stuff. And they did that. The problem was the interactions with objects were still fairly binary. Most games are shoot gun/dont shoot gun. Most of Heavy Rain was do one action with object/don’t do anything with object. And that got a bit frustrating. That and a lack of communication. I wanted to eat the pizza, not drink the orange juice! But it is a fairly unexplored area of games (at least, games that I have played) so I gave them some slack for not getting it perfect.
But I can’t deny it had me on the edge of my seat. A lot. I think the best thing about Heavy Rain was that it wasn’t about choice at all–it was about consequence. Whatever happened, you had to deal with it. And sometimes, those things happened purely because you stuffed up. I loved that. I loved that if I bumped the wrong button at the wrong time, I could ultimately kill a character for good. Certainly, you could complain this takes any need of skill out of the equation, but games don’t always need skill. Look at all the gambling games people enjoy that are solely about luck. Or Pop Cap games like Peggle. So yeah, for me, Heavy Rain was about the consequences to my actions, not the actions I chose.
Anyway, I am not trying to disagree with you necessarily–there is a lot of negative stuff I could say about Heavy Rain. But these are the reasons I really enjoyed it. I guess it also depends on the mindset you go into it with. If you try to play it like the majority of videogames, it is going to be disappointing. Which is not to imply you played it ‘wrongly’!
As for FFXIII, I am yet to play it, but I have watched my girlfriend play through about ten or more hours so far. The story is dreadful and near impossible to follow and horribly convoluted, but I think the battle system does some interesting things–just not anything long times players of the series would enjoy. It does this interesting thing where it tries to make the ‘game’ as unobtrusive as possible on the ‘story’ (which is really what Heavy Rain is doing, too).
This wouldn’t bother me so much if FFXIII had a decent story… or at least a coherent one.
This is my opinion of Heavy Rain also. I mean, I know it’s riddled with gaping plot holes and flaws, but so what? Is it completely impossible for people to just over look them and enjoy what’s there? Should we condemn all the great stuff, simply because not every aspect 100% succeeded? Of course not. There’s not denying that in many ways, it’s a freakin’ amazing game, and so much work went into it. The amount of choice and the consquences you have to face because of them are thrilling.
First time I played, I accidently killed jayden, the FBI agent. So the ending I recieved was pretty cool, but I was sad Jayden wasn’t in it (ARI is the coolest thing in the whole game). Playing through again and keeping him alive, I was shocked by how radically different the finale was. A whole new ending. And apparently there’s many more.
I’m a critic myself, and relish picking apart games that have little to no redeeming features (XIII cough). But when something is truly different, and a lot of fun to boot, I’m willing to make allowances. It’s always a better feeling to love a game then to hate it.
For me it’s really hard to just enjoy what’s there, when the flaws and the build up were so immense. It felt like falling off a mountain when presented with the actuality of Heavy Rain vs. the promise of what it could have been. I really liked Indigo Prophecy, so it was just weird to see them get it so wrong–I love serial killer stories (Dexter, Criminal Minds, even Bones are all shows I enjoy), I love rain, and I love the idea of playing as four people. It was just not enjoyable at all for me even when I tried to like it.
I’ve played every Final Fantasy game out there and the battle system in FFXIII when you were finally allowed to use it is by far one of the best in the series. The problem was slogging through the first 25 hours where the battle system was restricted and useless. If they had of started the game at the first chapter rather than the 11th chapter, this game would have had a better reception. If you dont like a game, you are not going to invest 25 hours of your life in the game just because the best bits are only unlocked in the 26th hour.
I had the chance to get Heavy Rain for a huge discount when it was released and still didn’t bite. after seeing the reviews I’m glad I spent the extra dough on dinner. :) As for FFXIII: Last one I played was VII so I’m sort of out of the loop on that one.
I know, I know. Bring on the haters.
Heavy Rain’s linear tendencies, and by proxy linear scripted game stories in general, aren’t the problem. Heavy Rain’s biggest failure was simply that it had a bad story to begin with and tried to hide it with tension and suspense. Had the writing been better I would have been able to get into it in much the same way I got into the first 2/3 of Indigo Prophecy.
Linear storytelling can be used to great effect-just look at FFVI or Longest Journey. Sometimes telling a specific tale without allowing for any sort of branching is what suits the game best. Obviously non-linearity works great for something like Dragon Age, but adventure-type games like Heavy Rain shouldn’t fear linearity. They just need to make sure they have a story that works :P
Another great piece. I didn’t play through enough of Heavy Rain to really agree or disagree with you but I think Heavy Rain was as an attempt at making a non-game, or something that couldn’t be described as child’s entertainment. With FFXI I think the devs are too caught up in trying to fit into a certain style or genre. there are so many ways to approach an rpg now a days thats the relatively slow pace of FFVI seems almost primitive.
Btw…I’m gonna link to this article on my site.
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