andycapps said:
Yeah, I was in the topic. I don't keep up with it as much as some on here too, but I enjoyed Heavy Rain quite a bit. Obviously it's not for everyone. And yeah, there's the points of action which is where your characters are actually in peril and where something bad can actually happen to them. But the parts that seem to take up even more time are those parts where you're trying to find clues as to who the Origami Killer is or building up that relationship between Ethan and Madison or Ethan and his son (whether those parts are misleading or not is another story).
This is perhaps something more related to the official topic, but I'll reiterate that the game is built around its violent sequences (opening excluded). 1 more time:
1. Series like Gabriel Knight have much less violence, time-wise, than Heavy Rain, and they're among the most respected adventure games there are.
2. Because, say, Gabriel Knight has more creative gameplay, it needn't focus around the murder parts. The parts between violent outbursts are just as gripping, both because of the game's atmosphere and because the designers focused on the puzzles in between action/escape sequences. Since a lot of people have complained about the "boring" introduction and very few people have celebrated the "walk to a cutscene or item" segments, the game depends heavily on the stuff Cage implied is lower than his work. I don't care if he says that his games evoke emotion (because, as baffling as it is to me, they're designed to do so and they do the job for many). Dishonestly like this is why he bothers me.
andycapps said:
Well, it's a thriller.. so it's got to have some parts that create tension. Like you said, he's not going to build tension by you playing a soccer game or just playing through life. Otherwise it'd be the Sims. So he has a story about the Origami Killer that he's trying to tell and yeah, he's trying to mislead you during the story because he doesn't want you to figure out who the killer is in the first 10 minutes and the rest of the time you're just trying to find him. I'm sure that if he had a linear storyline where there was only one possible outcome and where major characters couldn't die off that he wouldn't have as many plotholes, but for me, that didn't affect my enjoyment of the game. Obviously, he's not going to win any Oscars for his script for this game, but in the realm of videogames, I do think that it moves it closer to being what can be considered as "art" as Ebert so famously said they can't be. And really, any work that someone makes can be considered art in my opinion, but Ebert's point was that it's not on the same level as Hollywood movies or novels. And in most cases, he's right. Videogame scripts and dialogue are almost universably ridiculous and we tolerate them if the gameplay is good. We don't expect them normally to rival top notch movies. Hopefully soon we can be having actual good writers be involved through the game development process so that we can get to the point of expecting good writing as well.
So, I'm not saying it's a perfect game or that the themes are adult, but that I'm saying that it seemed less adolescent than most games out there and that it was trying to do something different where your choices do have an effect on how your experience with the game plays out. There's no redo button, no resume last checkpoint.
andy, for all of my whinging, I respect your (and everyone else's opinion) when it comes to appreciating something different, risky, story-driven, et cetera. Since you didn't read every post in the topic, I'll reiterate here that I WOULD LOVE NOTHING MORE THAN FOR 1/2-1/3 OF THE GAMES INDUSTRY to be dominated by story-driven games (with more creative and genre-blending gameplay). WE'RE NO SO DIFFERENT, YOU AND I. Blah, blah. I can't say I'm glad Quantic Dream exists, but I'm glad that a lot of people are taking baby steps toward mature storytelling in games.
Again, though, the topic is about David Cage's self-delusion. I generally stopped posting in the Heavy Rain topic because I felt that the others and I litigated it as far as it was going to go. So, Heavy Rain's cleared the "unique" bar (so that's settled), we disagree on its quality (so that's settled), but you're hedging your bets on his actual opinion of himself (so that's not settled). That's the point of this topic. His game did not jettison violence to the extent that (I suppose, subjectively) better graphic adventure crime thrillers have. Therefore, he should shut up. Gabriel Knight (and The Last Express and others) are brilliant, but they aren't mature works on par with the lower ranks of other forms. Jane Jensen hasn't claimed that Grey Matter is going to reinvent the language of video game storytelling, you know. While I see how its less adolescent than Gears Of War, I don't know why you, reviewers, or whoever claim Heavy Rain is of a different species than Cing's games, Gabriel Knight, The Last Express, Ace Attorney, Famicom Detective Club, Sherlock Holmes, In Memorium, or any of the other murder mysteries previously released.
andycapps said:
Well, for me some of those decisions were hard to make and I did feel some emotions after I made them, or after I made the wrong decision in one case.
And I wouldn't deny you that.
I should make myself more clear, because my statement doesn't really make sense. Let's drop this point, because it's impossible to parse what Cage meant, since he (presumably) was speaking English. He says that that moment's important because the player role-plays, and then he says immediately afterward that it's due to suspension of disbelief (i.e., that you are the character). That's a direct contradiction, so we can't make anything productive from it.
andycapps said:
Well definitely. That's a great movie. That movie also has a defined beginning, middle, and definitely, an end. The writer didn't have to anticipate that the viewers would want the main protagonist to behave differently or make different decisions. It's not interactive. So yeah, when you're designing a story where there are many different outcomes and things that can happen in the middle, I'm sure there's going to be some plot holes.
I tried to give examples earlier about what such a game would look like, even with divergent gameplay paths. You can express the same themes in different ways. Hell, that's a large part of what storytelling is. Again, I barely care about plotholes. My original point was that mature storytelling should generally have mature themes. Heavy Rain doesn't have mature themes, even though such a thing has been done before in a similar way. Because it doesn't have mature themes, we need to judge it on its craft. That's when errors like improper use of unreliable narrators, red herrings that aren't red herrings, bad dialogue, et cetera come into play. So, if you don't have craft and you don't have themes, you don't have a mature work. Games have evoked simple emotions like Heavy Rain does for years (and I've tried to list them), so it's nothing out-of-the-ordinary. It's just different.
BaronLundi said:
Well, let's say this one is a personal favorite and that if heavy rain was narratively as well constructed, directed, acted and shot while remaining a game that would make it a palme d'or as well as a GOTY contender. That would be a first for sure. The fact that Heavy Rain does not live up to the brilliance of this particular movie does not make it a bad game or story, thank god !
*laughs* I thought I was picking a really commercial movie, but Bak did win a 2nd place award from Cannes (losing to Farenheit 9/11, so maybe they had a weird jury that year). Anyway, I didn't mean that it had to be that good, just that it could generally be done. When I make comparisons, I'm not trying to say that Love-De-Lic should top Dostoevskii. I'm trying to say that games can explore complex themes or situations, even though they won't likely express them as well yet. Otherwise, see my above response.
BaronLundi said:
You keep bringing up good reference here and that makes me even more puzzled as to your reasons for disliking HR so much (emphasis on "so much").
I enjoyed those 2 games, for different reasons and your Ico description is spot on. And still I enjoyed Heavy Rain's gameplay (yes) and way of unfolding it's (mature
story as well. What gives...
I think gamers suffer from the same inferiority complex that comics fans do. Whenever something different comes along, people praise it largely unconditionally. This is especially true when it seems to be at the pinnacle of its genre, since players can't imagine how something could be improved. Comics fans' agitation praise Love And Rockets or The Dark Knight Returns or Watchmen or Asterios Polyp to the extent that they make respected publications' best-of lists against proper literature! That's not to say that 1 form is inferior to another (my top 10 for proof: Winsor McCay, Seth, Yves Chaland, Gary Larson, Jim Woodring, Mark Kalesniko, Osamu Tezuka, Noboru Oshiro, Alain Saint-Ogan, Dave Sim), just that smarter and more creative people are drawn to comics (and video games) much less often than they are to music or poetry.
When building up a form that we love, we needn't praise everything novel and we needn't lower our standards. Something, something, soft bigotry of low expectations. So, I'm comparing everything to the pinnacle of their forms (and accounting for focus). That's not to say that I demand everything MATCH the pinnacle, just that we note the gulf between them.
Replicant said:
Considering that within the game the only time Ethan ended up with an origami in his hand is that night after the murder of the 8th victim, it's not that hard to come up with an explanation. If Ethan gets an origami after every victim was murdered then one might have difficulty writing out an explanation for it. But he only got it once.
What's the fan consensus, again?
woxel1 said:
http://www.cychron.com/2.9507/features/hitchcock-1.2031252
I think anyone who's upset with David Cage's storytelling owes it to themselves to read this critical appraisal of "arrogant hack" Alfred Hitchcock, and see how much you find yourself agreeing with it -- especially on the subject of the "icebox" moment. Then...
1. Uh, "critics are easily manipulated" is not the point you want to make here I think. Fahrenheit has an 85% rating on Gamerankings.
2.
http://www.theyshootpictures.com/gf1000_top100films26-50.htm Is that laughable? I think so.
I don't think anyone praises Hitchcock's writers for their maturity, and I KNOW that no one forgot his (or other famous directors') lesser works. He always, always made pulp. The reason his movies are successful is because he innovated brilliantly in every technical aspect and his movies' plotting is impeccable (again, Cage could learn things). That's just as admirable, artistically, as the other stuff. If you can get critics and fans to recommend a clunker like Rope just because his filmmaking technique's so impeccable, you're a master. "Alfred Hitchcock was an arrogant hack whose lasting influence on cinema is that he taught bad filmmakers to go back to film school before insulting 1 of the 5 greatest technicians cinema's produced."
jcm said:
Why do you think bad actions have to be punished and good actions rewarded? That's not a particularly mature take on storytelling, or life for that matter. When I was a kid I stole a candy bar. I didn't become a master thief, or an obese hoarder, or whatever convenient plot turn you'd stick in my story. I ate it, enjoyed it, didn't get caught, felt bad, and never did it again.
That's not what I wrote. Characters are typically influenced by the plot. The popular awful horror film series ripoff is bafflingly irrelevant to the rest of the story. The scene in question is bafflingly irrelevant to the rest of the story. Too many scenes are independent, choppy setpieces. Bad dramatic television shows get criticized for the same thing. If 1 episode doesn't affect the next, the producer's insulted the viewer. The player doesn't need to be PUNISHED or REWARDED, just affected. 1 way to do that is through good storytelling, which Cage can't do. So, I suggested that he alter gameplay. After the camera scene, your controls, fight sequences, vision, story, or vitality could be affected by your actions. Then, the game's treated you with respect. Otherwise, it manipulated you by plot points. It's just a bad superhero comic (SOMEONE WAS RAPED! BE SAD! SOMEONE PUNCHED SOMEONE! SAY, "AWESOME!" SOMEONE WAS RESURRECTED AFTER A LONG HIATUS! BE EXCITED!).
00011000 said:
It's neither a MacGuffin nor a plot-hole. It's a red herring.
00011000 said:
The Macguffin in Heavy Rain fits perfectly into the Wikipedia definition anyway:
*sigh* Look at the MacGuffin definition again. It IS a red herring. It's just a bad one that breaks the rules, so it would get cut by any editor or real writer.