![]() Which brings us back to what a video game can or can’t be, and why Cage is so adverse to calling his game “game.” Specifically, he doesn’t want non-gamers to overlook his work due to generalizations, because if they do, “games will be about swords, guns, and zombies for many years to come.” In short, video games are about feeling, not control. “If a game elicits emotion from players-whether that game is ‘Farmville,’ ‘Bejewelled,’ ‘World of Warcraft,’ ‘Modern Warfare’ or ‘Heavy Rain’-I don’t think it’s worth quibbling about whether the methods it used to achieve that emotional response were worthy enough.” HEAVY RAIN VIDEO GAME SERIES“The crux of the core game industry’s issues with ‘Heavy Rain’ appear to be that somehow ‘cheated’ with a big story or a series of quick-time events, and because of that, it’s less of a game,” he says. But veteran players might balk at its heavy reliance on story and easy controls, something Crook recognizes. As Austin Powers might say, it’s “consequence-free-yeah, baby!”Īdmittedly, “Heavy Rain” effectively evokes strong emotions. “The game is a safe environment in which you can answer serious questions without taking risks,” he says. Will I need it later?” Although it’s a game, it’s not an easy choice.Īnd that’s the point, says Cage. “Should I do this?” I thought to myself, upon encountering the dilemma. Later in the game, you’re asked by villains to cut off your thumb in exchange for information on the whereabouts of a loved one. Are you really prepared to do anything for love?” “Heavy Rain questions the player on what exactly this sentence means. “‘I would do anything for you,’ is something we have all said before,” says Cage. So to spice things up, “Heavy Rain” asks the player a hypothetical and dramatic question shortly into the game: How far would you go to save someone you love? Seemingly mundane tasks pulls the player in.īut the novelty of feeding, cleaning, and managing day-to-day task would quickly grow boring. “Gameplay is no longer a challenge for the player it becomes an element of the immersion,” explains Cage. In addition to babysitting, players are asked to help their kids do homework, set the dinner table, and care for a suicidal mother. Unlike previous adventure games, though, “Heavy Rain” resonates more with mature audiences, thanks to situations that are close to home. “It pushes the envelope of its craft visually and narratively, while allowing gamers who can’t handle the intensity of Call of Duty: Modern Warfare 2 to experience the best their console has to offer,” Crook adds. In other words, it’s a familiar genre in new clothing. Like “Heavy Rain,” some of the best adventure games “were primarily cinematic experiences that were visually stunning for their time and easy to enjoy because they lacked complex control schemes.” “‘Heavy Rain’ is an innovative throwback to adventure games like ‘Countdown,’ ‘Full Throttle,’ and ‘Myst,'” he says. It most certainly is, says game consultant Adrian Crook. If I die, there isn’t a game over screen-I simply take control the next living character.īut I’m playing this whatchamacallit on a machine called a “PlayStation,” with a joypad even, so surely it’s a video game. I can’t jump onto platforms, and there are no magical mushrooms. ![]() In a traditional sense, Cage is right about how this is not a game. Another person goes missing, and the player has to solve the mystery before the next body appears. An origami creation on the body is the only clue. People go missing and four days later, their bodies are found. MetaBeat will bring together metaverse thought leaders to give guidance on how metaverse technology will transform the way all industries communicate and do business on October 3-4 in San Francisco, CA. ![]()
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