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Heavy Rain


KnackChap

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Played the demo - love the setting. Graphics are nice, the QTEs are fine, and the voice acting for Shelby is pretty good. Shame about the controls - there's no other way to get around it - they suck. Holding down L2 to walk :huh:. Even the free look is clunky. The combat in the hotel was fun. The biggest issue with the controls is the non-standardized buttons. It's all mixed up and gets taking used to. Combined with the slow pace of the game it's a nightmare. I will probably get it from TP because the story seems interesting.

 

Oh the game looks really nice - the settings and the characters are painstakingly created. Sweet.

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I had some serious trouble with the controls in my 1st playthrough. Shelby walked wherever I didn't want him to.

 

But I got used to it in my 2nd playthrough itself. It's so easy guys, you'll definitely get used to it.

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It's said that you need complete control over the PS3 controller or it's very hard in higher difficulty, people who got PS3's recently Gramps, Udham etc I can see them having problems :|

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It's said that you need complete control over the PS3 controller or it's very hard in higher difficulty, people who got PS3's recently Gramps, Udham etc I can see them having problems :|

Nope - that's not it. Two things wrong with that statement - I've had a PS2 before 360 and played a lot on it. So used to controllers and QTEs. Second - a game which is built around a story telling experience cannot afford to have the player concentrate on split second controller decisions. Split second is for shooters. Would you as a player be more interested in what's going on screen and follow the story and dialogues, or rather have your eyes peeled trying to check all the prompts on the screen?

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Nope - that's not it. Two things wrong with that statement - I've had a PS2 before 360 and played a lot on it. So used to controllers and QTEs. Second - a game which is built around a story telling experience cannot afford to have the player concentrate on split second controller decisions. Split second is for shooters. Would you as a player be more interested in what's going on screen and follow the story and dialogues, or rather have your eyes peeled trying to check all the prompts on the screen?

 

But the split second QTEs only happen during action sequences of the game... the story follows after the consequences of these portions. Also, its important to note that missing a prompt doesn't need you to redo the thing.

 

Thirdly, I think the placement of these prompts on screen has been worked out well. It allows the player to mostly follow whats going on.

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Having played IP, I can safely say the controls had a steep learning curve but once you were accustomed to them, it all starts to come naturally. The same will be the case with HR for sure, and HR's controls might take a lot less time to get adjusted to than IP ones.

 

The split-second decisions adds to the gameplay and realism and I don't see anything wrong with that.It just tries to imitate what you might react like, if you are put into such a situation, you will need to make quick decisions and hence you will need to react quickly in-game aswell. If someone's trying to kill you, you cant possibly walk around and ask him not to.

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