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	<title>The Soma Fountain, by Dave Jones &#187; Heavy Rain</title>
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	<description>Research in Professional Writing, Games, and Design</description>
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		<title>D. Cage talks emotion and experience for Heavy Rain</title>
		<link>http://djone111.grads.digitalodu.com/blog/2009/08/31/d-cage-talks-emotion-and-experience-for-heavy-rain/</link>
		<comments>http://djone111.grads.digitalodu.com/blog/2009/08/31/d-cage-talks-emotion-and-experience-for-heavy-rain/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 02:32:48 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[David Cage]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[Indigo Prophecy]]></category>
		<category><![CDATA[Interaction]]></category>
		<category><![CDATA[Quantic Dream]]></category>

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		<description><![CDATA[For the most part, I liked Quantic Dream&#8217;s other game in this vein, Indigo Prophecy (2005). The story was engaging, if it did fall apart a bit in the later chapters. The characters were well drawn. And some of the set pieces were extremely engaging. But I always felt as though some of the gameplay [...]]]></description>
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<p>For the most part, I liked Quantic Dream&#8217;s other game in this vein, <em>Indigo Prophecy</em> (2005). The story was engaging, if it did fall apart a bit in the later chapters. The characters were well drawn. And some of the set pieces were extremely engaging. But I always felt as though some of the gameplay mechanics just didn&#8217;t fit the fiction very well. The on-screen interfaces and cues were intrusive, drawing attention away from the action.</p>
<p>In the example below, you can see what I mean. In addition, the &#8220;Simon Says&#8221;-style button sequence never seemed to have even an abstract connection to the action. I always found myself feeling frustrated because the action kept pushing me in one emotional direction while the mechanics kept pushing me in another.</p>
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<p>Their rhythmic patterns don&#8217;t even really mesh in any recognizable way. I&#8217;m hoping <em>Heavy Rain</em> better synthesizes some of these systems into a more involving experience. The sequence above makes me think games like <em>God of War</em> (2005) have a better idea of how players relate to action sequences via standard controllers. I&#8217;m not sure how you&#8217;d design a Wii-mote into this experience and maintain its tone.</p>
<p>I&#8217;m very happy David Cage and Quantic Dream are willing to risk this kind of experimentation on a highly touted game played on a major home console. Very few other companies are willing to try this sort of high-concept kind of experience.</p>
<div style="width: 433px;"><a href="http://ps3.ign.com/objects/811/811232.html">More Heavy Rain News &amp; Previews</a></div>
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