
Story can happen in front of you and have nothing to
do with you really, it’s just to add sub-narrative or atmosphere, almost like
watching a film in a game. Narrative in games isn't as limited as in any other
form of media. In a book you read it and it enters into the processing plant of
your imagination. In a film it rolls over your eyes and you take it in or you
don’t but in a game you have to play with the story you have to interact with
it and change it. Thus it becomes more involving and more engrossing and it
achieves the ultimate goal of story which is suspension of disbelief.
Heavy rain is interesting because it’s a game that
makes no bones about being a film, in fact Quantic Dreams last game Fahrenheit
had a film introduction by it's directors. Heavy Rain has no game play it
takes more of a passive role, instead of you directly controlling the actions
of the characters your part is more guidance using Quick time events (QTE) so
it’s more of an interactive film than a game and is heavily story orientated
with several different scenarios and endings.
The most important thing about Heavy Rain for me is that the
game can change drastically through your own actions even to the point where
the main character can die and the game can continue on using one of
the other playable characters. Initially I just thought this was an interesting
gimmick but throughout playing I realised that if I failed this mission the
character I had gotten to know would be gone and I’d have to restart the game
to play him again. This made every fight more intense, every encounter more
shocking because I knew if I failed there would be no retry, that would be it, their lives are literally in your hands.
This one idea changed how I thought about a video game character. Before that point I'd been happy watching Leon S Kennedy get butchered by chainsaws or eaten by monsters because I could always just load and try again. Heavy Rain achieved something not many games have, they gave their characters lives value (Just the value of your time and emotions but still more than Leon got), just by simply making them like ours; Finite. I know there is an ending in the game where all the main characters or most of them die but I've yet to try it, because I just don’t want to see that, I'm happy with my ending.
This one idea changed how I thought about a video game character. Before that point I'd been happy watching Leon S Kennedy get butchered by chainsaws or eaten by monsters because I could always just load and try again. Heavy Rain achieved something not many games have, they gave their characters lives value (Just the value of your time and emotions but still more than Leon got), just by simply making them like ours; Finite. I know there is an ending in the game where all the main characters or most of them die but I've yet to try it, because I just don’t want to see that, I'm happy with my ending.
Another such instance and the reason for this title is Mass Effect. I bring this game up is because I've played
the first two games of the saga without replaying them because I like how the
plot turned out and I didn't see a reason for replaying the games and changing
the outcomes since I had chosen the outcomes I wanted. Then my xbox broke and I
bought the 3rd instalment on my ps3 and I started playing it and
within an hour I stopped because it didn't feel right, because how this game
works is that is the sequels remember what you did in the previous games and it
essentially just continues that plot from where you left off.

Aside from Mass Effect Interactive plot usually destroys
sequels because the next game is unsure of its history. So Heavy rain 2 is
virtually impossible because it won’t necessarily know who died and why but I
think this is fantastic because it increases innovation. Sequels are black
holes of creativity they should only be created if there is something to add and an entirely new experience on offer not because there’s more t-shirts to be sold. You see the way Mass Effect
was designed was different, it was envisioned as a trilogy so they had already planned for two
sequels and built their games around the story becoming fluid.
On the other hand stories are supposed to be based on irreversibility, just like life but
games aren't although they are in terms of the end result. You could for all
good measure decide that you’re characters death in the spiked pit is apt and
leave it at that turn off the console but you don’t, you want to progress and get the true ending.
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