Denny: Heavy Rain is played with your head, not the pad

Tuesday, 9th December 2008 09:00 GMT By Patrick Garratt


Speaking to GI, SCEE dev boss Michael Denny’s said that Heavy Rain has nothing to do with being “good” at games, but rather it’s about choice.

The title will appeal to the casual market as well as the core, the exec added.

“When you look at the game it is difficult to pigeon hole, and sometimes we talk about looking for new audiences. But sometimes it’s about creating a product that can may be cross over to a number of different audiences,” he said.

“We have a hope for that product that both core and casual can get into it. It’s a game that when you look about and when you understand it, it’s really not played on the control pad, as in your head.

“It’s about making choices and consequences, it’s not about twitch gaming and how good you are. We feel that the mature nature of the content can appeal to the core and then the consequence based gameplay can appeal to a newer audience, a more casual audience as well.”

There’s a full interview with Denny through there. Heavy Rain releases next year.



  1. pleasant_cabbage

    Somehow, every time I hear more on this it gets less and less interesting. :(

    #1 6 years ago
  2. patlike

    I’ve got faith. I reckon it’ll be good.

    #2 6 years ago
  3. morriss

    I really think the devs/whoever else is involved should just stfu about how “innovative” and “different” this game is going to be for a good couple of months and just concentrate on coming up with something more tangible to show us. Actions always speak louder than words, innit.

    #3 6 years ago
  4. Blerk

    They’re starting to make it sound like one of those early DVD games, more of an ‘interactive movie’ than a traditional game. Which is dangerous talk – they risk scaring off the traditional gamers.

    What we need is more proper game footage, so we can all decide what it actually is for ourselves.

    #4 6 years ago
  5. morriss

    Which is what I said. Stop copying me, ffs!!! :P

    #5 6 years ago
  6. Blerk

    I said it better. :-D

    #6 6 years ago
  7. sennasnit

    now, now, children play nicely..:)

    #7 6 years ago
  8. Smartypants

    Omg, it really *is* an interactive movie! bwhahahaha oh man this going to be 2009′s biggest and most crushing disappointment…

    #8 6 years ago
  9. SplatteredHouse

    These devs may have a real problem trying to re-educate people to what their game actually is like, instead of the misconceptions that this cryptic, marketing filled splurg is sure to build. I think that, if they are trying to build interest (like AC2 :p) then they need to justm, um, present the game. Smoke and mirrors isn’t the most original, or therefore, effective approach, these days.

    #9 6 years ago
  10. Whizzo

    At least they’re giving people plenty of time to get the popcorn ready to watch the train wreck this increasingly looks like it’s going to be.

    A bit like everything after the fairground in Fahrenheit.

    #10 6 years ago
  11. McLovin85

    Oh man I was looking forward to this game (especially after Fahrenheit) but it’s starting to sound like it will be one long movie with my controller firmly placed on the table infront of me rather than in my hands (kind of reminds me of another game this year…oh yeah MGS…ziinngg)

    #11 6 years ago
  12. scratchy69

    So how does it work then – do you have to move the pad with your teeth, like?

    #12 6 years ago
  13. Esha

    This is Quantic Dream, they’re always like this, so is Cage. They were like this with Fahrenheit when that was in development, too. How it didn’t have conventional controls, how it was like an interactive movie, and a lot of the same things were said back then that are being said now. It’s just the effect Quantic Dream has when they talk about their game, they confuse people. And the only way to quantify one of their games is to have actually played them, because they really are very different and hard to pigeon-hole.

    Fahrenheit turned out to be a huge hit, a success with critics and most gamers alike, it was only those who couldn’t deal with the B-Movieish plot-line that threw rather pointelss wobblies, but thankfully those were few and far between.

    I have faith that this is going to be a huge success too, and people are going to look back and wonder what the hell Cage was going on about. As they do with QD games.

    #13 6 years ago
  14. Gekidami

    Didnt any of you actually watch the Micromania presentation…? Jeez, talk about stupid, uneducated comments…

    #14 6 years ago
  15. morriss

    Ok, let’s talk about them.

    #15 6 years ago
  16. Blerk

    Fahrenheit was a reasonable success, but it wasn’t a huge success. From what I can see it sold about 800,000 copies worldwide, which is decent but not huge.

    The main trouble with the game was that it felt rushed and unfinished in the last section, slightly annoying given how long it took to actually get to release, and the main game itself was really very short – I made it through the whole thing in two evenings.

    I think for this to be as big a success as Fahrenheit they’ll need to convince a lot of the people who had issues with Fahrenheit that they’ve addressed their complaints this time around. And given that they’ve also ditched two thirds of their potential audience by becoming platform exclusive, they need to start doing that right now with some solid examples rather than trying to hitch a ride on Nintendo’s ‘this game’s for everyone’ coat tails.

    I really liked Fahrenheit despite the glaring faults, and if I’m suitably PS3-enabled when this hits the shelves then I’d probably give it a go if it’s not a review disaster. But I don’t think a lot of other people will be as forgiving.

    #16 6 years ago
  17. tont

    I think the problem with Fahrenheit was that the story was ludicrous rubbish, the action was incredibly boring and it didn’t even have a gashpon collecting subgame like Shenmue.

    I mean, I actually killed myself in the game because I couldn’t play the guitar properly. I also had to have sex about fifteen times in a row because I kept losing concentration during the QTEs and because it wasn’t remotely sexy. In fact, it was negative sexy and all the cheap-ass music library funk really didn’t help. Then I got to a bit where I was some kid and I fell into a fire. I really couldn’t give a toss after that and was thankful I actually had a reason to give up playing such miserably wastefull toss. BUT – if it had a collecting subgame, I would have been all over that shit.

    It looks like Heavy Rain won’t have a gashapon collecting subgame either. That’s the only thing that makes any game featuring a fucking ropey story and drearily repetitive QTE-based action sequences acceptable.

    In short, games like these should be treated with the same distain as child pornography.

    #17 6 years ago
  18. fear_itself

    800,000 units is not a “reasonable success” when you know how much the damn thing cost to make.

    #18 6 years ago
  19. Panipal2005

    Applause for tont and his brilliant comment. He just slays.

    #19 6 years ago
  20. Cort

    Don’t take things so literally people. Read the statement slowly, cogitate, learn.


    #20 6 years ago
  21. wz

    Just make a good adventure game, please. And “good adventure game” is defined by MI3 or Broken Sword, not Fahrenheit.

    #21 6 years ago

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