![]() Some of the lighting and shadow effects seem a little more dynamic from the PS3 version, but nothing to write home about. This is a remaster with very few noticeable visual improvements from the original. If you aren’t hyper aware of this strange moment every time the camera switches, it can be confusing to figure out what the movement configuration actually is in the moment. As camera angles change, control schemes change with it, but sometimes the directional controls are a split-second too late. However, general movement just feels clunky and unpolished. Many of the quicktime events are largely unchanged from what we see today, and they play a hefty role in some of the more intense moments the game has to offer. Here’s where Heavy Rain starts to show its age. Letting the player choose how a character approaches a situation gives them agency and builds a level of attachment to the characters that a flat cutscene never could. Because of this, Heavy Rain has a lot of replay value and the stakes are always high in the big moments, even if you don’t really understand the repercussions your choices may have. For the most part, the storyline pans out in a relatively similar fashion regardless of your choices, but how you get there, who lives and dies and how your story ends all depends on the choices you make along the way. Games like Mass Effect opened our eyes to large-scale branching narratives, but Quantic Dream took that idea and made it part of Heavy Rain‘s core draw. This game is a textbook example of great interactive storytelling and if you’re someone who enjoyed any of the Telltale games or Life is Strange, you’ll want to give this one a try. ![]() ![]() I don’t want to spoil too much, but I will say this-with all of Heavy Rain‘s pitfalls (and there are quite a few, which I’ll get to later), its story justifies everything. One of Heavy Rain’s main playable characters, Scott Shelby.
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