
PART ONE – THE SPOILER-FREE REVIEW
David Cage has a serious problem as a game developer. His style is cinematic and deeply story-driven, to the point where Quantic Dream’s previous game, INDIGO PROPHECY (also known as FAHRENHEIT, also known as WTF PROPHECY), was practically an interactive movie. Cage and his company favor storytelling, refusing to push it aside in favor of graphics or gameplay as so many games do. Admirable.
But David Cage proves with HEAVY RAIN that he is indeed an atrocious writer. I had suspected of this when the plot of INDIGO PROPHECY went completely batshit, going on a crescendo of stupidity and finally falling apart into a disastrous mess involving mystical children, superpowered Mayan sorcerers and a general lack of anything making sense. But still, I decided to put my opinion of Cage’s writing on hold, after all… it was ONE game. So he went a little overboard. Okay, so he turned the board over and had sex with it, but still — it was just one game. I hadn’t played Quantic Dream’s previous game, OMIKRON: THE NOMAD SOUL, so that was my first experience with Cage’s writing and it was too early to have an opinion of Cage as a writer, although more than enough to have an opinion on INDIGO PROPHECY being a preposterous overdone piece of shit with a few good moments – most of them in the game’s competent first half.
HEAVY RAIN, at least, does the courtesy of being narratively awful on both halfs, so I never had my hopes up. I mean, it’s a whodunit involving a serial killer called The Origami Killer whose efficiency partially depends on the accuracy of the weather forecast. The story rarely sinks to a level of mediocrity that is actually funny; one of the few moments I can remember is when someone is asked how long they have to save a victim of the Killer, and the reply is, “If this rain keeps up, less than 72 hours”. Because when I think of something stable and unchanging, I think rain, with wind as a close second. Mostly, though, HEAVY RAIN’s story is just the kind of bad that is so bad it’s shit.
As a game, though, it strangely succeeds. The control scheme Cage and his team designed is extremely effective for conveying tension, and fun to explore. The reasons I wanted to keep playing were to find out how they would be implemented next, and a morbid wish to see just how ridiculous the story would get — and it managed to sink even lower than my expectations already were.
We control four characters. Ethan Mars, a traumatized architect whose son, Shaun, is kidnapped by The Origami Killer; Scott Shelby, a middle-aged private detective investigating the killer; Madison Paige, a hot chick that serves the purpose of getting naked and being the shoehorned romantic interest; and Norman Jayden, a drug-addicted FBI agent with access to stunning technology who is brought in to investigate the killers with the police. Jayden is the only of the four characters who is mildly interesting: with a boyish voice and vulnerable attitude (not to mention a funny accent that turns out to be endearing), he’s clearly intelligent and committed. Although he hardly needs to use his brain when he has access to the magic sunglasses he wears for the entire game, which highlight points of interest in crime scenes and are even capable of changing the environment around him to virtual renditions of valleys, the seabed or even a planet’s surface. As fun as the sunglasses are, it’s hard to believe that in 2011 (when the events of the game occur), we’ll be able to put such staggering processing power in a pair of lenses — hell, the fucking things can detect a faint pollen trail in the air at ten feet of distance. Even more bizarrely, when changing the environment, all other exterior sounds disappear and we hear only the sound of the virtual environment around Jayden.
Excuse me, it’s a pair of sunglasses. How does it do that? We never see Jayden put anything on his ears – and we should, since every time he puts on the sunglasses, the game always shows a little montage of him doing so and then wearing a magic glove as well. And in a scene that I’m fairly sure is a virtual rendition created by the glasses, Jayden appears leaning heavily over a piano that doesn’t exist. Could be just a dream, though.
Ludicrous or not, that makes him more interesting than any of the other characters. Ethan Mars goes through the same sacrifice-themed, self-destructive character arc as Lucas Kane (protagonist of Fahrenheit), and Mars is so ridiculously jolly and happy in the game’s prologue I couldn’t really feel sorry for him or his family when something (predictably) terrible happens. Mars also has “blackouts”, which result in him showing up in places with no memory of how he got there and with an origami figure in his hand.
You might have noticed by now that subtlety isn’t Cage’s strong suit. In fact, when it comes to Cage as a writer, I’m still trying to find one, but moving on…
Madison Paige is the typical romantic interest, treated by the game as a convenient pair of tits. She’s introduced in a ridiculous and completely unnecessary dream sequence (where you can get her naked by having her take a shower) which features an action scene where she has to fight burglars in her underwear… yeah. Sounds suspiciously like someone’s (*cough* Cage’s *cough*) wet fantasy, doesn’t it? Oh, and later Madison’s forced to strip at gun point. I guess this is what Cage calls a “mature gaming narrative”. Her romantic relationship with another character is painfully forced and unintentionally funny, since every time he appears in her life, he’s more physically injured than the last time. Towards the end of the game I half-expected him to be reduced to a brain in a jar.
And then there’s Scott Shelby, the middle-aged, asthmatic and overweight private detective who doesn’t really have a personality, something that becomes even more evident as the game progresses, although his relationship with a girl named Lauren is far more interesting than any other relationship in the game.
You control these four characters in the same way: for some absolutely unjustifiable reason, you press R2 to make them walk and move the left stick to direct them, instead of, y’know, leaving all movement to the left stick, which most games (including INDIGO PROPHECY) have already established as a quite functional idea. In order to interact with objects, you mostly use the right stick in combination with all the other buttons, depending on the action. When next to an interactive object, a prompt will show up — it could be an arrow pointing to the right, or to the left, or a half-circle arrow, etc. — indicating the movement you have to make with the right stick to perform the action. Some actions must be made slowly to avoid, for example, making noise or breaking an object, and others are a little trickier. There’s some particularly interesting moments that require you to hold down a button, then another, then another, until you’re keeping up to five buttons held down to advance an animation. Start doing this with the wrong finger and by the end of the animation you’ll be in danger of breaking your hand. This might sound like a bad thing, but these moments are meant to convey complicated actions and in fact work quite well. The entire control scheme is based on cleverly realized variations of quick time events, with classics such as repeatedly tapping a button or pressing a series of buttons as quickly as you can when prompted.
The latter two are very used for action scenes, which are clear and directed with energy, but try too hard to be intense — becoming unintentionally funny as a result. There’s a chase sequence in which the suspect throws chickens at Norman Jayden, in a moment worthy of THE NAKED GUN. They’re also preposterous: in one of them, a character storms a mansion and shoots several trained security guards who are just as armed as he is. To make things worse, their death animations are the work of particularly bad stuntmen, since they react to every bullet as though the bullet is a car, hurling themselves backwards in a manner that would make John Woo cover his eyes in shame. But the pinnacle of bad action scenes is when a character is chased around the apartment by a shotgun-wielding lunatic who repeatedly fails to score a single hit with a shotgun at point-blank range. Sadly, these ridiculous moments aren’t limited to the heat of action scenes: there’s a point when the police captain asks Jayden to tie his necktie for him.
Wait a second: a veteran police captain doesn’t know how to put on a tie himself? What did he wear for work all the years before Jayden showed up, a Batman costume?
But still on the action scenes: a lot has been said about the game only giving you the illusion of danger, since most of the time the four characters cannot die (although at some points they all can) — the story goes forward no matter what. Regardless of your choices as a player, all the scenarios in the game move the story forward. Therefore, you don’t even need to press buttons during several action sequences, since the only difference is that your character will be a little more injured by the end of it, or fail to achieve a certain objective.
But newsflash: every game only gives you the illusion of danger. And thank fuck for that, obviously. In most games you can die, and what happens? You reload to right before you died and do it again. HEAVY RAIN is actually more unforgiving in this aspect: you can’t reload by pausing to the menu. But you can by going to the main menu and selecting the “Chapters” option, although if you really want to have a tense experience, you won’t. It’s better if you just accept whatever happens to keep the story going, and the lack of a “RESTART SCENE” option in the pause menu is a clear incentive towards that.
Also, on your first playthrough, you won’t know which scenes are a real danger to your character and which aren’t — and HEAVY RAIN does indeed have multiple endings and significant changes to the storyline based on your choices. Shame the plot remains strikingly stupid regardless, but still.
There’s moments when David Cage and his team deserve applause — such as a tense sequence involving a tunnel and matches, or the one with several sharp objects, a camera and a table. Scenes involving split screens have become a specialty of Cage as a director: while something urgent and threatening happens on one of the screens, you are controlling your character on the other. Therefore, you must find a way out of the situation before whatever’s happening (or about to happen) on the other screen affects you directly, the greatest of these moments being a police chase in the subway.
By pressing L2, you can hear the thoughts of the character you’re controlling at the moment. But you’ll wish you couldn’t, and that the game had found another way to suggest what you have to do next. The quick monologues are hideously written, with such gems as “Shot between the eyes. Instant death.” This goes well with the game’s dialogue, which is almost as bad. Neither of these is helped in the slightest by the homogeneously weak voice acting, although, to be fair, Cage’s dialogue requires quite some talent to be said in a believable manner. Also, the thought system creates a number of narrative problems, as I’ll discuss in part two of this review. Even some sound effects are unconvincing, with the guns sounding like toys. The music, however, is excellent and the themes that play during action scenes or tense moments are remarkably efficient.
Graphically, HEAVY RAIN is mostly exceptional, but has a number of notable problems. The photography is well-realized and the character models have detailed modeling and textures. Except for the bad stuntmen in the mansion scene, the motion capture is fantastic and the game has an admirable attention to detail: in some scenes, characters can be seen putting clothes on, and the fabric reacts fairly realistically; notice how naturally Shaun Mars slings his backpack over his shoulder. The rain effects are mostly believable as well, with water trails running down characters’ faces and dripping — but the hair is never wet, and considering how hard it’s raining, characters should be completely wet, not just with drops of water trailing down their fac — okay, okay, that’s too nitpicky, it still looks nice. But the glistening of the wet environment is always well-done, and the environment themselves are very well-designed (Ethan’s house, for example, looks worthy of an architect). However, the game has a serious problem with loading — textures will take time to appear, several seconds after the beginning of a scene.
But the game’s worst graphical problem is facial animation. It looks impressive during the loading screens — all of which feature a close-up of the character you’ll be controlling next — but that’s because the team paid special attention to them, adding a subtle tremor of the iris and mouth contractions. During most of the scenes, though, the characters’ eyes are dead, moving only when necessary, and the team seems absolutely unable to convey intense emotions — this is particularly noticeable when characters argue with other characters and look like puppets doing so — the lip-sync impeccable and the rest of the face blank. Often characters’ faces will just stop moving until they have to speak again, and there’s even moments when they do inexplicable expressions, such as Ethan sketching a tiny smile (or at least that’s how it looks from the chosen angle) as he opens a package The Origami Killer sent him — not the cheeriest of correspondents. Also, when two characters kiss, it looks incredibly awkward — it’s like they’re trying to eat each other’s heads.
But despite all the aforementioned problems, HEAVY RAIN is a strangely fun game to play even when all you’re doing is getting your character to shave his facial hair. But it never achieves its two main goals: to tell a good story and to be mature. The thought system is expositional and in fact completely unnecessary and the dialogue doesn’t seem to be written with adults in mind (or by an adult, for that matter). And the revelation of the killer’s identity is one of the stupidest twists in recent memory and the final nail in the narrative’s coffin, as I’ll elaborate about in part two.
Put simply, HEAVY RAIN falls very short of its ambitions as a story. In fact, it doesn’t even fall short, it falls backwards: this storytelling revolution Cage wants to start has already started and is going fairly well, in fact. Games such as GRAND THEFT AUTO 4 and MASS EFFECT 2 are masterpieces of storytelling (not just in games, but in general), and I could cite older examples such as the unforgettable MAFIA: THE CITY OF LOST HEAVEN. For all its campiness, METAL GEAR SOLID 4 is full of amazing moments, and despite having a silent protagonist, DEAD SPACE is a carefully-written, brilliantly-paced horror. HEAVENLY SWORD is a beautiful tale, HITMAN: BLOOD MONEY has excellent writing directed with amazing style and CALL OF DUTY: MODERN WARFARE 2 has one of the best action-minded plots I’ve ever seen in gaming (not a single setpiece was gratuitous, and they were all part of a greater scheme). Fuck, even BIOSHOCK, with its ridiculously preposterous plot twist, at least had a phenomenal and unique setting.
With games such as these (and I’m sure I’m forgetting many), what HEAVY RAIN does is set the bar lower, with its painful dialogue, cliched whodunit structure and bad characters. I admire ambition, but David Cage seems to have an ego just as big — an assumption I had when during this game’s opening credits, “written and directed by David Cage” stayed more time onscreen than any other credit and, in fact, more time than the game’s title. And if I’m right and his ego is indeed this big, it’s hard for this man to realize how far back his storytelling abilities are in relation to the current state of gaming narrative.
But HEAVY RAIN is enjoyable, entertaining and has a few good moments. I played it twice despite all of its problems, and the second playthrough wasn’t as fun as the first, but it wasn’t dull either. It’s greater than the sum of its parts, but ultimately forgettable. I hope it works as an incentive towards more good narratives in games, since it (utterly) fails as an example.
PART TWO – WHY THE STORY SUCKS (SPOILER WARNING – READ THIS ONLY IF YOU HAVE PLAYED THE GAME)
Before the revelation of the killer’s identity, decidedly the worst part of this mess, the story already had a number of problems: the happiness of Ethan’s life before his son Jason dies is overdone to the point of parody, and pretty much yells that something horrible is about to happen; the dream sequence that introduces Madison, as I mentioned, is more like a David Cage wet dream instead of anything useful to the plot; the dialogue is consistently ridiculous and obvious (“It’s a painkiller. It’ll help reduce the pain.”) and the characters are either uninteresting (Ethan), preposterous (the police captain who lacks the ability to put on a tie) or cliched (Madison and Blake), with Norman Jayden being the only hint at an exception.
Before I knew the identity of the killer, it was clear to me that Cage was attempting every trick in the book to mislead the player. Having Ethan suffer convenient blackouts, show up holding origami figures (where they come from is never explained) and considering himself to be the killer are by far his most forced, ridiculous attempts and those alone should be enough to consider HEAVY RAIN’s story mediocre. There’s also borderline subliminal attempts to fool the player — like a moment when Ethan, escaping the police, has to worm his way across a number of vertical bars — exactly in the way the kid later revealed as young Scott Shelby does in the flashback when playing with his twin brother.
Then the killer is revealed and I realized Cage wasn’t trying to mislead the viewer. He was outright lying to us, in a blatantly dishonest narrative. You could say it’s too much assumption to say Cage is being dishonest, but if he failed to see the immense holes in his narrative, then I must put his intellect in doubt instead.
Just like the other playable characters, you can hear Scott Shelby’s thoughts throughout the game. Among them, are lines such as “I hope it stops raining soon” (although the Origami Killer depends on rain to kill his victims) and “Can’t sleep since the murders started again” (what a way to refer to your own work). Even worse, in his thoughts, Shelby refers to The Origami Killer as… “The Origami Killer”, rather than, y’know, “me”.
In fact, I was suspecting Scott Shelby before he was confirmed as the killer — after all, he seemed to be the most mysterious character, and the one the story was trying the hardest to sanctify. But I had to drop the suspicion after I heard his thoughts, and also after the scene where a masked and heavily clothed Origami Killer fights Norman Jayden. I paid attention to the Origami Killer in this scene. No signs of fat — he seemed well-built, not fat, and Shelby’s proeminent belly would show even if he was wearing a circus tent.
And then there was the scene in the antique shop, when Scott pretty much witnesses the Origami Killer killing Manfred: he finds the body immediately after it’s been murdered, and reacts to his death with genuine shock (either that or he was pretending shock to fool… no-one, since he’s alone in the room). At this point, the player is controlling Scott, so nothing should have happened to him without our knowledge.
Turns out it had. A flashback later reveals Scott killed the man (somehow he bludgeons him silently enough not to alert the woman right in the next room), while we were controlling him. And in the flashback, Scott doesn’t react with shock, but with coldness — in other words, the game contradicts itself and breaks its own established rules, completely hiding from us something we’d usually know with the character in our control.
There’s other obvious problems with the identity of the killer: why is Shelby so compassionate? His thoughts towards other characters show genuine care and affection, even though he’s a man cold enough to keep his cool while talking to people whose life he, as The Origami Killer, completely ruined. After he’s revealed as the killer, he becomes a cold, cruel bastard, but before that he even partners up with the mother of a kid he secretly killed. And how to explain his anger towards Gordi Kramer and his father? Isn’t it later revealed that Kramer’s father is utterly devoted to his son? Wasn’t a devoted father what the Origami Killer was after in the first place? What about these two could have possibly riled Shelby up to the point of risking his life (and his plans) and storming Kramer’s mansion, which is full of trained guards? And after he skillfully kills every single one of them, how come later in the game he’s unable to kill Ethan and Madison, both of them unarmed (in the ending I got on my first playthrough)?
Because David Cage is a bad writer — you could call him a lazy writer instead, but guess what a lazy writer is? A bad writer. The story of HEAVY RAIN is a mediocre first draft at best. I’m all for opinions, but I will never take seriously anyone who hails this game’s story as a masterpiece in gaming narrative (a surprising — and disheartening — amount of people). So many tight, well-balanced and intelligent games out there, and we’re going to applaud this piece of shit because it ACTS like it’s clever when it’s anything but? Since when being pretentious became an admirable thing? Sure, it looks intelligent. It looks moody and emotional. It looks believable.
Is it? No. Maybe you liked the dialogue, or found the characters interesting and appealing, and didn’t think the romance between Madison and Ethan was forced and ridiculous. That’s your (perfectly valid) opinion. But if you think this game’s story makes sense, your brain did not come with Logic installed.
I am being nice to the game. Stories like HEAVY RAIN actually disgust me, with their carelessness and cheap shock tactics. It’s my strong wish that narrative in games never allows itself to sink to this level of mediocrity: making the story the center of the game and then fucking it up with no care at all. However, as a GAME, it’s solid (but forgettable) entertainment and worth a rent.
But it convinced me David Cage is not the right guy to lead this revolution in gaming narrative. Leave that to people like Dan Houser, writer of the brilliant GRAND THEFT AUTO series, whose dialogue and creativity never ceases to amaze; and Jesse Stern, writer of the absurdly intense MODERN WARFARE series, who managed to connect all the action scenes and setpieces in the games with intriguing, thrilling and even meaningful plots; and Tim Schafer, writer of FULL THROTTLE and PSYCHONAUTS, who has a fantastic sense of humor and an imagination the industry badly needs; hell, even Hideo Kojima, writer of the METAL GEAR SOLID series, who despite his shortcomings, has a pretty much unmatched ability to create gripping yet delightfully campy (and some times surprisingly poignant) narratives.
HEAVY RAIN’s story is a pretentious, poorly-conceived mess that acts like one of the big boys, but can’t even be held in comparison to them.