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Madison tries to get Paco to notice her at the Blue Lagoon, a dance club. To do so, she turns on the sexy and dances provocatively.
Attempting to sell a game with no shooting or jumping is going to be a tall order for David Cage, co-CEO of Quantic Dream and writer/director of the forthcoming Heavy Rain. In an industry ruled by modified rifles, plastic instruments, and -- increasingly -- zombies, a dark investigation into a serial killer and interpersonal relationships doesn't make for good back-of-the-box marketing material. But that seems to be a secondary concern to Cage, who is far more interested in how we feel as human beings while playing his game, beyond the instant gratification of eliminating foes...morals, instead of morters. We asked him about Heavy Rain's marketability, sexuality, and the proper balance of interaction and cinematics. (Questions by Patrick Klepek and Sterling McGarvey)
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G4: What's the development team feeling as Heavy Rain quickly moves from an in-house baby to purchasable product?
David Cage: We don’t really have time to elaborate about how we feel at the moment. There is still a lot of work to be done and we try to deliver the best game we can. When you work on a game, you never see it as a purchasable product, you only see it as a mass of unperfect things full of bugs you need to fix.
Personally, I feel terrified. I only see the problems, nothing seems good enough to me to be released and I would love to spend the next ten years making every detail perfect. But there is a moment when you have to let your baby go, I guess. It is also the moment that will bring answers about what I believe in and my ability to deliver it. The kind of moments you expect with a mix of hope and fear.
G4: How do you market a game like Heavy Rain? As a video game? As a movie? As both?
DC: We are going to market Heavy Rain as a video game because this is what it is. It is definitely an experience that you play, not a nice cut-scene that you watch. Our goal is to convince players that it is possible to tell a story though game play and not through cut-scenes.
G4: Have you considered releasing a short demo via PSN of a scene such as the Norman Jayden junkyard fight, to convey what the game is to gamers who don’t follow enthusiast media?
DC: Definitely. We are currently working on a demo, which is a real challenge. Finding one scene that can convey what we are trying to achieve with Heavy Rain is something really difficult. If we show an action scene, some players will think that this is what Heavy Rain is all about, and it is the same thing if we show an exploration scene. The problem is that each scene of the game offers contextual game play, which is something very difficult to explain and convey in a single demo. Demos are often a double-edge thing: if you don’t release one, players may think that you have something to hide. We also know many good games that ended up not being massive hits because the demo could not convey the quality of the game behind it.
Because Heavy Rain is a new concept and since many gamers will want to check what it is before buying it, we will be releasing a demo. We just need to find the best scene for it.
G4: How do you decide what elements of the game are player-controlled or portrayed by a cut-scene?
DC: Each time we can find a way to make a sequence interactive, we do it. Whenever, no matter how hard we try, we don’t find a way to propose something interesting to play, we use a cut-scene if it fits.
Some scenes were designed as interactive from the start and ended up being cut-scenes, others were designed as cut scenes and ended up being interactive. The biggest internal debate we had was about dialogues. We try many different new ideas for dynamic dialogues to find ways of not sticking the player in a cut-scene just to listen to what is said. That was a very interesting part of the design work, and I think there is much more to do in this area. Heavy Rain is just the first step in discovering how to tell a story through interactivity. It is definitely full of impossible challenges, but I can’t imagine anything more exciting and fascinating to do as a gamer designer.
A father and son struggle to get over a family tragedy as they go through the motions of their daily lives.
G4: What regions of the world seem to be providing you with the strongest feedback? Are Americans responding more enthusiastically than Europeans?
DC: The biggest surprise for us was how universal is the story we have chosen. The theme of the game "how far are you prepared to go for love" is something that is immediatly understood and that raises interest, whether you are French, American or Japanese. I often heard in the past that the U.S. was a market for shooters, Japan was a market for RPGs and Europe for everything else. I don’t think this is still true. Indigo Prophecy got the best reviews in the U.S., and there is no big difference so far between the countries regarding Heavy Rain.
The biggest difficulty we face is to dissociate ourselves from other types of mature games based on gore and gratuitous violence. Pretending to be mature in this environment always raises questions about what you exactly mean. Having a game talking about the love of a father for his son also raises questions, especially because many people wonder how a story could be played. We work in an industry where interactivity is usually defined as fighting or jumping. We hope to convince with Heavy Rain that there are many other things that can be done with interactivity that can be just as exciting.
G4: How much research went into crafting an American setting when a Parisian team is behind the project? What difficulties did you face in generating a sense of authenticity?
DC: The difficulty when you want to set your story in another country and within another culture is to avoid making a postcard of this country as you imagine it seen from where you leave. We also wanted to avoid all the clichés that are usually used about the US. So before the project started, as I was writing it, we went to Philadelphia for two weeks with some people of the team and our cameras. I chose
Philadelphia pretty much per chance. I liked M. Night Shyamalan’ s movies and when I checked where he was shooting, I realized he was from Philadelphia. So we booked a plane, took our bags and traveled to the East Coast of the U.S., not having a clue of what we would discover.
We spent a tough two weeks exploring the city with a movie scout taking us to the worst places, the poorest areas, and the abandoned factories, discovering another side of America that you don’t often see in Hollywood movies. We visited the houses of people, we saw kids living in the streets, streets with garbage that no one collects anymore, houses about to collapse where people were still living, schools built across the street of a petroleum installation, etc. We saw barbed wire all over the place, railways leading to nowhere, rusted bridges, and many other things.
The places we visited and the people we met within these two weeks were the real founding moment of Heavy Rain. If I could only transcribe 1% of what I saw and what I felt when I was there in the game, it would make me very happy.
G4: You’ve cited your game as a mature, adult experience. What other games have you experienced in the past few years that you feel convey mature storytelling, even if they don’t deal with themes as dark as yours?
DC: I like the work of Fumito Ueda [ed. Ico, Shadow of the Colossus, The Last Guardian]. I often mention him as one of the key authors in our industry. He has a world of his own. He has his themes and his way of telling stories, as well as an interesting visual universe. He has a very poetic approach that I really enjoy.

G4: You don't seem to be shying away from sex in Heavy Rain. How do you decide what's too far? Is there a line?
DC: My rule is very simple: as long as it tells something about the story or the characters, everything is allowed. The problem is when it is gratuitous, when you add more blood than is needed, or when your camera goes lower for a little bit too long without telling you anything. Then you know you crossed the red line. There are some sexy scenes in Heavy Rain, one in particular I really like because it is about being a part of the intimacy of a character. It is one of the sexiest things I have seen in a video game without being vulgar at any moment. I am curious to see how players will react to that.
G4: What do you think of other attempts to incorporate sex and sexuality into video games? Have any been successful?
DC: To be honest, I don’t think sex has been cleverly used in games very often so far. Most of the time, it is used as "teenager bonus" to laugh stupidly in front of the TV. Sex is a part of our lives (well most of us…). It is what two adults in love usually end up doing, it is a way to express feelings. I don’t think there is anything wrong if you deal with it in a non-gratuitous way and in a tasteful manner. This is what we try to achieve in Heavy Rain. If video games aim at becoming really a mature platform telling more subtle and complex things at some points, it will have to deal with feelings, sex, politics, in short, with human beings and not only with super heroes.
G4: Gaming culture seems to have devalued the power of the word “rape.” Do you feel that the sequence with Madison is designed to be jarring, because she’s on the cusp of sexual violence in that scenario? Is that deliberate, or circumstantial?
DC: This scene has been widely commented on, and I was a little bit surprised of how some people reacted to it. What I wanted to experiment with this scene was to see if it was possible to put the player in Madison’s shoes, and experiment how it feels to be a woman who is seen like a sexual object.
In this scene, the player plays with Madison’s charms to seduce someone and get information, but nothing turns out the way she planned. I wanted to know how players would react and see how far they would go if they placed themselves in Madison’s shoes. The results were really surprising. Most people playing the scene actually did their best to save Madison. They carried through with their actions because they actually felt like they were Madison and understood she was in danger.
We absolutely don’t deal with any sexual violence in this scene, and nothing shocking is shown or even suggested beyond this uncomfortable situation. However, some people really felt uneasy and humiliated with Madison in the context of the scene. This is something very interesting. It means that players really felt they "were" Madison, telling us that we can make people feel what the characters feel at this very moment.
In Heavy Rain, we try to make the player go through different emotions and to make them feel different things. What it feels like to be a woman in this situation is certainly not pleasant, but it is a part of feeling the emotions of the characters.
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Heavy Rain will be available for the PlayStation 3 in early 2010.




Comments
Displaying 1–20 of 63
12342
HELLFIRE11
The look and feel of when your walking in this game resembles that of Playstion Home.
HELLFIRE11
The Fathers kid sounds like the kid from 2 and a Half Men
DelayedChaos
I'm really looking forward to playing this game, although some of the voice overs seemed a little eh.
apurture
this looks like another dip into the horrible experience that was indigo prohecy, G4 needs to stop hyping this, it isnt a game.
interactive movie you press buttons to watch, no player decision no story variation, smae experience for everyone, and has been done before this is not a new idea
Falloutthree
Well this game looks kinda good but really wow the goes about your son doing homework i mean really that is so important u dont want him to fail now.come on it isnt that important to have ur son do homwork.they coulda used some more thought about the story
Quantum_Realist
The thing that get's me about this game is how 'real' it seems. When The dad greeted his son, i could feel the sense of missed opportunity and general depression. When the father looked at his son's drawing of the tragedy and I looked into his eyes, I could feel the worry and anguish that he had. In all seriousness, at one point I completely forgot this was a video game, I thought I was watching a movie. That's how real this is, not only with the graphics (Which are beautiful!), but with the storytelling as well. I honestly had no idea you could convey such feeling through computer graphics. I just got schooled on the future of art, and I think the entire world will too. Having said that, I did think that some of the dialog was a little strange, especially with the father and son. It just sounded a little foreign, which makes since sense the creators are French.
darkuest
I THINK THIS GAME IS GOIN TO BE REALLY INTERESTING CUZ THERE IS REALLY NO GAME OUT THERE LIKE THIS AND I BELIEVE IT WILL HAVE A AUDIENCE FOLLOWING ITS DIFFERENT AND GAMERS ARE ALWAYS LOOKIN FOR SOMETHING DIFFERENT Y PLAY THE SAME THING ALL THE TIME U HAVE TO HAVE ROOM FOR SOMETHING OTHER THAN SHOOTING AND OTHER STUFF IN YOUR GAME COLLECTION TO BE RELAX OR MAKE U THINK
SneakySnipes1
i need to see more of this game for me to wana buy it, i applaud a game being unique, yet i still need to be assured by more gameplay videos about the quality of it.
Serious559
Interacting with the crowd as she passes through the club looks a little clunky. Other than that, this game looks like an interesting experience. Curious as to how interactive the game is, based off most of the gameplay being quicktime events.
Still Optimistic none the less
pantycricket
dogsanty, I think that you are boring, or is it that you own a 360 and no PS3. You wouldnt be bored with one, i can promise you that!!!!
pantycricket
Well, did you see those videos 360 owners. I think you better get yourself a PS3, or maybe you prefer the Wii. The PS3 has the strongest games coming out through 2010!!!!!!!!!!!!!!!
thiswillallbeburned
Another reason why I need to buy a PS3.
Strike_Reyhi
something i'm going to have to check out*
Strike_Reyhi
looks very interesting. when i finally get a ps3 this is certainly gonna have to check this out
toetagger07
wow, that bad days video had nothing going on in it, yet It still messed with my head.
SneakySnipes1
"If video games aim at becoming really a mature platform telling more subtle and complex things at some points, it will have to deal with feelings, sex, politics, in short, with human beings and not only with super heroes."
I'm sorry MR Cage but you seem to have a problem with games like saints row because it's not serious enough for you, video games are an escape from reality, and shouldn't be judged solely by the quality of it's realism and professionalism, it should be judged for it's entertainment, if you can entertain them with a game like this, which is serious and dramatic, thats great and good for you (i might by this game btw) but I have a big problem with you talking trash to other games saying that there holding the industry back from progress.
I like my saints row, ""teenager bonus" to laugh stupidly in front of the TV" because its entertaining. Why is there a line in video games? Theres no line in movies? Why are you creating a standard of morals in video games when all other medias of entertainment don't???
Bottom line is this, video games will not move forward when they take your advice of not crossing imaginary lines of innapropriate moments, they will move forward when the world accepts video game violence, sex, and dramatic conflicts like any other movie or song that contains explicit content, and the world stops trying to protect all the little kids out there.....
When the GTA series stops getting bad publicity like a movie doesn't when it shows nudity (BTW M=R for age for all of you angry parents that complain and moan about censorship, hyprocrites), then video games will be just another media, capable of exploring all avenues of entertainment in this media rich world we have available to us. :) On a side note, can't wait for MW2 =)
marioismybiach
It's not raining,
It's always sunny in Philadelphia.
SilverJC
Well if you then actually into FPS then don't buy it. Then the game has inovation others dare to use and more just crew it altogether. This will be a game editors will peak of for years to come.
tastyhouse
No to pee on everybody's parade but am I the only person here that seems to think this is just one set of quicktime events after another with good looking cutscenes? The more I see of this game the more I'm thinking its going to be disappointing.
meantopdog
Omg this is amazing what if they adapt this to the sims then games would realy make ppl go crazy
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