
When people find out I've been playing Heavy Rain, the first question that generally pops up is, "Is it anything but a series of Quick-Time Events?" The problem with that question is that it inherently assumes that a QTE necessitates a lack of player control. While it's true that the majority of player input is done via on-screen indicators, to simply call them quick-time events is a bit derogatory, ignoring the innovations that developer Quantic Dream has made. Not all actions require players to press buttons as quickly as they see them. In fact, most of the commands involve a very deliberate pace: you may need to move the analog stick slowly, or hold down two buttons while transitioning to a third. Some inputs use the PS3's built-in motion controls, while others will use a combination of various inputs. There are many ways of interfacing with the controller, with each QTE trying to simulate its corresponding, real-world action.
However, variety is not Heavy Rain's greatest innovation. Perhaps the most difficult aspect of the game to explain is its integration of inaction. You are often given the opportunity to do nothing -- and counter to your intuition, that can be the most satisfying option to pursue.
Continue reading Preview: Heavy Rain's first full chapter
Preview: Heavy Rain's first full chapter originally appeared on Joystiq on Mon, 14 Dec 2009 13:00:00 EST. Please see our terms for use of feeds.
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