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Monday, 1 March 2010

'Heavy Rain' review: It's not big and it's not clever

I know I am massively out of step with popular critical opinion here, but it is with a heavy heart that I must say, I didn’t like Heavy Rain, the PS3 exclusive title which has promised so much since it was announced at E3 2006. It gives me no pleasure at all to say that many fears people had about the game being nothing more than a series of QTE’s have proven correct. As I said in my last post, after a few hours of playing I had found the “drama” aspect fairly comical and heavy handed, and it didn’t improve from there, with multiple sequences that REALLY stretch all credibility, including a major plot twist that comes from nowhere, and is a far cry from being the game which would make you cry (see video below for Mega64's take on this!).

Admittedly, Heavy Rain does get you doing some novel things for a video game (brushing your teeth; applying mascara; changing a nappy) but none of them are fun or involving or emotional and all revolve around pressing the right control stick in various directions. Failure to get the prompt right usually just results in doing it again and the whole thing is completely pointless. If the intention is to make a drama which just happens to be a video game, then it completely fails on that level. If you play the game imagining it is a film then you are just left with the most hackneyed series of derivative thriller-movie sequences. The whole thing is also quite smug. It is almost insulting how clever Heavy Rain thinks it is whilst being nothing more than a boring Dragon’s Lair clone. I applaud the ambition, and think developer's should be encouraged to aim for the stars more often, but the opening credit sequence, with sad people standing in the rain, or the moment when a red balloon ascends into the sky, are super pretentious and laughable as a result.

Oh, and it is boring and then some. There were so many times when I wished I could run somewhere rather than slowly walk (however "cinematic" walking in the rain might be). There were so many times when I couldn’t care less about a conversation which was happening on screen. But where Heavy Rain really, truly fails is in an area so many ambitious games have failed to master before: that is in meeting actions with consequences, with the intended result of making choices difficult. There are apparently more than twenty possible outcomes, but these are mostly reflected in an end of game “news report”, similar to the bit at the end of Fallout 3 where a few sentences have been recorded for each variant and all get stuck together in the final speech to reflect your path. Most of the time Heavy Rain is asking you to choose whether you want to have orange juice or not... and this has no consequence whatsoever.

Indeed, there were many times I wanted to make a game changing choice (like shooting somebody you have pulled a gun on, rather than waiting for the obligatory bit where they hit it out of your hand and you have to scuffle about on the floor) only to find that there was no option. There was a (stupid) scene where a “bad cop” pulled a gun on my FBI agent during an interrogation of a suspect, and infuriatingly I couldn’t fight him, or tell anyone he’d done it, or turn on the video camera behind the two-way glass to show him beating the suspect... it was completely out of my control. I could go and make myself a coffee, but that would be POINTLESS!

I have nothing against pointless details if they add to an atmosphere (I’ll never forget standing at a bus stop on a cold Yokosuka morning in Shenmue, for example) but the lack of any choice in terms of where the characters go (I never knew why my characters were turning up at various locations for half the game) and generally not having any meaningful input in what will eventually happen (bar a few key moments) took me right out of the game and cut the atmosphere dead.



I don’t want to completely bash this game, however this reads. Heavy Rain is commendable for its ambition and for the fact that there isn’t another game quite like it (previous QTE games have generally used them for action and not tooth-brushing or French-kissing). The titular rain is really well realised and the motion capture work is superb. There were a couple of really entertaining moments, which usually involved running away from/after someone. I also quite liked using the FBI agent character, who has a pair of futuristic glasses that allow him to find forensic evidence quite easily. These bits felt the most like I was playing a game and not watching a generic Channel 5 thriller. I also liked the Kubrick-inspired art design in one key location, which I won't spoil here.

But most of the time the game is stupefyingly repetitive and bland. How many times must I check a bathroom medicine cabinet in a single video game? It felt like every other scene in Heavy Rain involved doing just that. Why is every fight sequence the same (people pick up objects and try to bash you with them or throw them at you, and when you fall to the floor you have to pummel ‘x’ to stand up again). The first time I had one of these fights, it was entertaining. But the novelty quickly wore off.

Basically, Heavy Rain is quite a stupid game with delusions of grandeur, aspiring clearly to win some sort of industry Oscars. If you want to watch a drama about a serial killer, then lord knows there are plenty of them and most of them are better than this one in more or less every way imaginable. Or if you want to see games as an art form than I would, again, direct you to Flower or Shadow of the Colossus. I would love to know someone who genuinely cried at some point during Heavy Rain. I am easily moved to tears, and yet I found myself laughing at every terribly acted “poignant” scene in the game. It takes a real effort to take the tragedy out of child murder, but hats off to the guys at developer Quantic Dream for making it happen.

In summary: top marks for trying... but please don’t try again. Also, the "sexy" female journalist character, Madison, looks unsettlingly like the 1980s Scotch tape skeleton.



Heavy Rain is out now and is rated '15' by the BBFC!

Friday, 26 February 2010

Full thoughts to follow...

Just a quick post to say I am playing through Heavy Rain (PS3) and Sonic and SEGA All-Stars Racing with Banjo-Kazooie (360) as of today. It may take a couple of days to get far enough through the pair of them that I can post a review, so in the mean time I will leave you with my initial impressions from having played both of them for around four of hours:

Heavy Rain: More like "Heavy Handed Drama". In fact, the first trophy I recieved thanked me for "supporting interactive drama" so it has certainly nailed its colours to the mast. To start with the dialogue is cliche, drawn from every thriller movie ever made about the hunt for a serial killer. The voice acting is only one notch above Shenmue in terms of how natural it sounds (which I quite enjoy because it makes me laugh, so I'm not knocking it there).

I suppose this next comment is a SPOILER. The opening section where you lose your son as Ethan seems to demonstrate the best and worst of the game: there is nothing else like it, as you genuinely feel lost in a crowd, unable to get to your son, and it is a nightmare. However, it is also faintly ridiculous in terms of plausibility (Ethan allows his child to wonder off twice in two minutes, and not only does his kid disobey him by leaving his side, but he crosses the road outside the mall for some unknown reason)and because of the heavy handed way in which your sons red balloon floats into the sky after he is killed. It just made me laugh, which isn't the reaction David Cage wanted, I'm sure. It certainly isn't how I wanted/expected to feel playing this game. It is also oddly un-engaging as you never really feel in control of anything, just resonding to occasional button prompts and lurching ever forward with 'R2'. "Interactive drama" is about right, as you don't decide where to go or what to do there, with most decisions being pointless (orange juice or coffee?) and with most areas (so far) not letting you leave until you have found the important plot point.



Sonic and SEGA All-Stars Racing: This much more traditional game will not win anything like the plaudits of the above, but has still been brilliant fun (so far). It looks lovely (with notable frame rate issues) and plays just like Mario Kart, although is obviously as derivative as that sounds at its heart. I am just happy to be playing something on my X-Box that doesn't involve shooting someone through the brain in an alleyway or something. The cast of SEGA characters and the recognisable music have filled me with a nostalgic glee I never get from Smash Brothers, I suppose due to being a SEGA kid at heart.

On the negative side, the game doesn't go as far as Nintendo's Smash Brothers in really offering content to the fanboys. There is no unlockable art or models or anything like that: just characters (each with a little piece of biography), courses and music tracks are there to be earned. I never usually care about this sort of thing, but I would have loved it here. Also, in my first few games on X-Box Live it seems that the game may share a problem with Mario Kart Wii's online multiplayer: races tend to be dominated by one player who goes so far ahead you never see him again, whilst the rest of the pack blow each other up. Maybe I'm just not good enough at the game, and it's my fault, so I'll just keep trying!

Two very different games, as you can tell, with one trying to develop and evolve the medium with something a bit different, whilst the other is attempting to be a decent and polished example of a tried and tested formula. Anyhow, come back in the week for full and fair reviews of both!

Wednesday, 24 February 2010

Ode to the glory days...


When I were a lad, there were these brilliant things called ‘point n’ click’ adventure games, so called because you used a PC mouse to point at things, and then to click on them. You could click on things to look at them, to pick them up, to talk to them or to use them on other things. It was marvellous. Many of the best examples were British (Discworld - pictured - and Simon and the Sorcerer to name a couple), though most of the really good ones were being made by an ancient and forgotten American company known as “LucasArts”. Almost every game made by this innovative developer during the late 1980s up until the late 1990s was pure gold. But then sophisticated 3D graphics came along and rapidly every game was about a grizzled marine shooting the guts out of Nazis/aliens. It was a sad time.

LucasArts continued making adventure games with the new 3D graphics for a couple of years (making Grim Fandango and Escape from Monkey Island), before they realised that they would make more money whoring around the Star Wars license instead. They had always made a lot of highly rated Star Wars games, but for the last ten years they have been just about all LucasArts have made (and to a terrifyingly low standard). So adventure games died along with the reputation of their biggest advocate.

However, there are a few reasons to be cheerful, as in the last few years the genre has had something of a minor resurgence. A company of ex-LucasArts employees called Telltale Games has released new games in the old Sam & Max and Monkey Island franchises (as well as a number of new series), whilst the brilliant 1996 game Broken Sword has been re-released on everything from the Wii to the iPhone (pictured below) in recent times. The iPhone platform has also seen the re-release of Beneath a Steel Sky, an even older game also made by Broken Sword’s creator, Charles Cecil. Valve’s Steam service on PC has (in the last year) seen LucasArts cashing in on their former glory by re-releasing a bunch of the old classics including: Indiana Jones and the Fate of Atlantis; The Dig; and Loom, as well as a remake of the original Monkey Island.



With the iPhone and small downloadable games (like those on XBLA or PSN) becoming increasingly popular, perhaps this once proud genre can find a new home and thrive once again. I certainly hope so. I leave you with some footage of a few of my favourites:

By far the best original point and click of the last half-decade, Capcom's largely unloved 2007 adventure Zack and Wiki: The Quest for Barbaros' Treasure, may not have the dialogue and story of most the classic adventure games of yesteryear, but it's every bit as good:



One of the most stylish and well-designed games ever made in any genre, 1998's Grim Fandango, published by LucasArts and created by the legendary Tim Schafer (Full Throttle, Day of the Tentacle, Monkey Island). I remember when my PC wasn't good enough for this:



My personal favourite Monkey Island game had nothing to do with the original creators (Ron Gilbert and Tim Schafer). The third game in the series, The Curse of Monkey Island, introduced the voice cast now associated with the franchise (with Dominic Armato as Guybrush) as well as giving the game a major graphical facelift. The Curse of Monkey Island maybe my favourite point-and-click game simply because it feels like you're playing a detailed cartoon (whereas its 3D successor has aged less gracefully):



Check out the LucasArts Classic Adventure pack on Steam. It's £6.99 and includes four great adventure games (The Dig, Loom and two Indiana Jones adventures).