Heavy Rain

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Fakt ist das Heavy Rain casual freundlich wird und deshalb Chancen hat da einige zusätzliche Kunden zu gewinnnen, neben den üblichen "core" Gamern. Wieviel casuals es jetzt auf der PS3 gibt ist ne andere frage, aber gerade die ganzen Filmfreaks die sich die PS3 auch wegen dem Player gekauft haben könnten sehr an Heavy Rain interessiert sein, WENN sie denn überhaupt davon erfahren :lol:
 
Naja der Vorgänger Fahrenheit hat sich afaik nicht gerade umwerfend verkauft. Und das obwohl der Casual Anteil dank PS2 und Multiplattform wesentlich größer gewesen sein dürfte als bei der PS3. Von daher erwarte ich keine Wunder bei den VKZ. Könnte sogar sein dass das Spiel ein Nischendasein führen wird.
Die Begründung, das Spiel wegen der Konkurrenz auf 2010 zu verschieben ist zumindest nicht nachvollziehbar. 2010 ist die Konkurrenz noch viel härter.
 
August 21, 2009 - One of the most brilliant things about Heavy Rain is the game's insistence that you live out the lives of its characters. This is not an intense, dramatic game at every passing moment -- Quantic Dream's breath-taking project is much more than that. Heavy Rain puts you in the shoes of its cast and let's you live every moment of it... even the moments in-between.

Here at Gamescom 2009, located in the heart of Cologne, writer and director of Heavy Rain, David Cage, revealed the final two characters in the main cast of four: Detective Scott Shelby and Ethan Mars. I wrote about my introduction to Detective Shelby earlier in the show, but I knew little about Ethan besides what Cage mentioned during Sony's press conference. I had the opportunity to sit down with Cage as he walked me through the opening moments of the game, which feature Ethan Mars, two years after a terrible tragedy strikes his family.

You see, Ethan Mars was a successful architect. With a beautiful wife and two healthy children, you could say that Ethan had a perfect life -- or as close to perfect as our lives can get. But one day, while out at the mall with his wife and kids, Ethan's older son Jason gets away from the group and runs onto a nearby road. Before Ethan can dive forward and push Jason out of the way, a car strikes the boy and he's killed. This horrifying scenario was born out of Cage's own frightening experience with his wife and son (where his son was lost in a mall), though fortunately Cage's family didn't have to suffer through the same fate.

The next scene in Heavy Rain takes place two years after Jason's death. Ethan is now a single parent, wearily supporting his surviving son Shaun in a broken-down house. This scene is a perfect example of something that would never normally be playable in a traditional videogame. It starts with Ethan standing outside a dreary school, rain pelting his shoulders as the now scruffy, dark-eyed father waits for Shaun to finish his classes. This scene struck me with its heart-wrenching cinematography and painstaking attention to detail. Seeing Ethan's face in the rain is one of the more powerful images I can remember from my experiences with videogames and for good reason -- Quantic Dream knows how it's done.

After Ethan drives Shaun home, the player is given complete control of the father and is free to do whatever he or she wants. You can move Ethan around the house, interact with a good number of the objects in the extremely realistic home, and choose to either take care of your son or ignore him. There is no set path to take and players can decide (to an extent) how to develop Ethan and Shaun's relationship. During the demonstration, Ethan asked Shaun about school, did the laundry, tossed a ball around in the backyard (in the rain) and then prepared his son's after-school snack and dinner. Yet another fantastic touch is that, when heating up Shaun's pizza in the microwave, Ethan must wait in real-time for the microwave to finish heating the food. All the while, time is steadily passing and the house sinks into a depressing darkness.

The entire scene is filled with an almost agonizing amount of tension and depression; players are immediately plunged into the aftermath of Ethan's life-changing experience and it's really quite profound. My absolute favorite moment of the demonstration was when Ethan makes his way upstairs into his bedroom and away from the nostalgic sound of Shaun's cartoons. While in his bedroom, players can choose to sit down at the edge of the bed, alone, and watch as Ethan folds his hands and remains motionless. You can almost see the sorrow hidden behind his face. The scene is complemented by melancholic music that plays gently in the background, which really drives home the emotional nail.

Yes, interactions in Heavy Rain are mainly simply directional queues and button presses, but players are given control of how they want to approach the scene and everything in the game is done to propel the narrative forward while delivering a nearly unprecedented amount of emotion. For a few moments, I felt like Ethan Mars.

And it hurt.
http://ps3.ign.com/articles/101/1016656p1.html

8)8)8)

Aus dem 1 UP Podcast. In der shoppingszene kann mana uch angeschossen werden und spielt dann den rest des Spiels mit dieser Verwundung. Ich glaube die wiederspielmöglichkeit bei diesem Spiel ist enorm^^
 
Zuletzt bearbeitet:
Mehr Heavy Rain awesomeness^^

Here's a long interview of David Cage.

http://www.gamekult.com/articles/A0000078875

It's in french so here's a translation I made (it's not perfect, be indulgent ^^)

-Heavy Rain has officially been delayed until early 2010 in France.For what reason? How advanced is the production at Quantic Dream?

It was Sony’s decision to delay the game. They thought it wasn’t necessary for our game to compete agains 4 or 5 big titles, sequels of sequels. They feared that the game would not stand a chance because it’s a new IP. We appreciated this decision. As for the development, we’ve been in the alpha stage since the end of may, we’re on our way for the beta stage, meaning the game is put together. That’s quite a crucial phase, the one where we polish things, where it’s not much about fixing little bugs but more about tuning gameplay up and accordingly reworking on artisitic direction. That’s a very important moment because that’s where the quality of the game is built.

-Is a game like Heavy rain fundamentally harder to sell than another ? Except for the fact that it’s a new IP, how do you intend to talk about the uniqueness of such a game?

Well, before that, we had to find an editor. Selling Fahrenheit was a real nightmare, it was extremely difficult – we were talking about emotion, narration, when everybody was just talking about GTA and FPS. When it was released, it became an international critical succes, especially in countries like England where french games hadn’t reached this level since Myst. And so, selling Heavy Rain became much easier. Finally, people could understand what interactive narration was – editors had evolved.

-But what about players ? Is gamescom, for instance, a good way to promote a game like yours (noise, crowd…)? Are traditional communication tools for video games, from conventions to playable demo, suitable for narrative titles?

No and that’s a big frustration to go to events like that. Those are very hard moments for me to endure, I was even depressed during Fahrenheit’s time : I went to E3 with my game, and I wandered through the showfloor wondering : what am I doing here? I thought that it was not a place for my work – not badmouthing about other people’s work, it’s just that we don’t do the same thing anymore.
Now, it’s really hard with Heavy Rain, it’s a constant frustration to show juste pieces of the game because everything is part of a story. But there, I’m gonna throw a sample of a scene in your face. You don’t know who you are or what you’re doing but it’s all right, just go and play. And what should I say about the noise? You can’t hear what’s going on, that’s not just possible! Besides, that’s an experience that relies on emotion : there’s no gun, no car, you don’t jump, there’s no foes to kill, no puzzles to solve, no inventory. So all this grammar that we’ve been dragging for 20 years, we don’t follow it in Heavy Rain.
Here, every scene is different : some people have seen the Mad Jack scene and have deduced from it : ‘okay, that’s just an investigation game, you fight a little and it’s the same thing for the other 70 scenes’. But no, that’s the only scene that is structured like this! Then we showed Madison, and again : ‘it’s a game like this’. Every scene is different, we tell a story, and it doesn’t go in circles like in video games. It unfolds. There are good journalists who understand that, others don’t… It’s hard to make everybody get that.


-Judging from your words, it seems obvious that there’s a contention between you and the video games press… Did some personal attacks hurt you in the past?

(Losing his temper) It’s not that I’m hurt but it pisses me off! It’s okay when someone that I’ve met and who has played the game says that he doesn’t like it. He’s got the right to do so cause he’s doing his job. But when someone I’ve never met and who has never played the game criticizes screenschots, takes three news from an american site, adds three jokes and claims that it’s now their article, I can’t stand it. It’s like shooting yourself in the foot and this has to stop! Being a journalist is a real job, and those people are discreditting everybody. Developpers first, but also the rest of french press. How can you then make the difference between a guy who does his job, who goes to conventions, and those who do nothing and stay home? When I read on the net that “Heavy Rain is just a succession of QTE’s”, I’m like…where the hell did you get that? Have you seen the game, have you talked to me, have you played it? And then the rumour spreads and there’s nothing behind it. Give the game a chance! Come, play it and read only what people who know their shit, write. When you’re making a game that is so unconventional, you even more hinge upon the fact that journalists do their job the right way. Anyway, everything will be resolved when the game is released.

-A few months before the release date, have you found a way to correctly convey your message to the public? How do you “sell” a game like this?

There are two parts in my job : the first is to make the game known to everybody and it’s done, in USA and in Europe. The other consists in saying “this is what the game is”. That part will only start when journalists get their testing copies. You can talk about it for 3 hours but it will never be better than making your own opinion by playing it.

-Rumours say that Sony is planning to make the news around the release of the game by organising some kind of event like a movie premiere, with actors and so on. Any details on that?

We’re working on the launching of the game, we already have many ideas. Actor Ethan Mars has come to Cologne. People were surprised to see a 3D clone, a character. He’s made a fantastic job, he put himself into the project for a year and a half. He knows the script as well as I do, he even hurt himself during motion-capture and broke his voice during recording sessions. We want players to meet Ethan Mars in the game and then meet the actor.

-Getting back to the game: despite trailers, it’s still hard to figure out how the story unfolds. 4 playable characters are known; is it possible to play the whole game with just one of them? Do they live at the same time, are they connected by the same plot? Will their actions have an influence on the other characters’ storyline?

The 4 characters are intertwined, you play with them by turns. Their fate tells a part of the story – that’s something that already exists in movies. I had already started something like this in Fahrenheit, and I had been told that it would never work. But we discovered that people cared about all the characters equally, like in movies. And so I wanted to capitalize on this in Heavy Rain, and give each character a piece of the story.

-But will they still be a ‘real’ hero in the game, a main character ?

In terms of volume, they are all handled the same way. But I think that the story revolves a lot around Ethan. His story is in the middle of everything – but I think players will enjoy switching from one character to another. Sceneries are not reused, as well as very few characters, each new scene is a new situation, a new gameplay. Scenes are quite short and fast, like in a movie.

-Can you explain more about the scenes that – I quote you – “may never be seen in the game”, or characters who can die without ending the game?

The organization is quite complex and we tried to make it open. I didn’t want to put a big sign in front of players’ eyes and tell them to choose like in a certain games. In the Shelby scene for instance, if you play it once, you’re gonna do something and you’re gonna get a logical result. But if you play it again and do something else, you’ll get a completely different unfolding. The thing is that when you make the choice, nobody tells you if it’s right or wrong.

-…but it will have an influence on the following scene ?

There are two kinds of consequences : the ones that are inside the scene, that don’t go beyond it but change its nature ; that’s the case for Shelby; and then the ones that can go further and that you’re gonna drag until the end of the game and that can be very significant. For example, a character can die but there are scenes you wouldn’t have seen if he was still alive. So the character’s death is not necessarily a punishment, that’s the story that the player has chosen.

-Will there be a ‘game over’ during the game, before the last scene?

There’s no ‘game over’ in the game. In a narrative experience, that’s an unnatural and illogical thing. What is a ‘game over’? It’s a moment where the game designer tells you that you didn’t play the way he wanted and asks you to retry. When I play, I only play for half an hour in the evening and I don’t want to be in front of an unbeatable boss. I want to enjoy the time I have to play, all the time. That’s the difference between the achievement, which is what all current games are, and the journey, which goes from point A to point B and where I’m the one who decides which path I’ll take. My experience changes but I cannot stop or go back.

-How many endings are planned for the full game ?

There are not only several endings, there are several paths that lead to several endings. Thinking all straight and linear is not the right thing to do. It is the decisions that the player takes that will lead to logical conclusions.

-This might be a little detail but what about the save system ? How will it work? Will it be possible to cheat nonetheless and go back?

The system is invisible. But you can get round it by playing with save slots. But the system urges you to do things the way they are supposed to : all the actions have consequences, you won’t die because you’ve failed to press a button, we don’t want to rip the player off. The right thing to do is to stay honest with our choices in the game and then tell our own story. But if you don’t wanna do that and go back, technically, you’ll be able to.

-Concerning the famous QTE’s : at E3, there was this scene where Madison goes to a nightclub bathroom and puts make-up. You had to turn the stick to put lipstick or mascara. How necessary and immersive was it to make the player do such common things?

We try to make everything interactive and not necessarily to add challenge. It’s not about saying “ah, you’ve failed the lipstick, do it again!”. Like I said, we’re on a journey, not in the achievement. Do you need skills to put lipstick? Of course not. But is it better than a simple cutscene ? I think so. There’s this feeling of immersion that appears, and in the end, you don’t wonder why you’re asked to do things you cannot miss anymore. In the game, you can go to pee : it’s useless, this has no consequences, but it’s part of the things you can do. It’s just part of the immersion in the experience. It may be boring when you’re just watching it but not if you’re living it.

-Don’t you regret that the game will be released before the PS3 motion controler shown at E3 ? Do you think it could have been useful in Heavy Rain?

The game is already motion based, even if it’s limited to the analogic stick. So the adaptation to the motion control is quite simple. About that, I think it’s a interesting and functional technology but I’d like to see something else than just casual gaming and family entertainment. We are working with Sony on the possibility of a compatible version of the game. It’s in the air so why not?

-In the same spirit, will there be some DLC ? Are you thinking about what could come after the game is released?

The important thing is that, when you launch a game, it must be complete. Releasing a game without its endings and sell them later is out of the question. But we are thinking about using design elements that we couldn’t include and make - why not - extra episodes to let players spend more time with the characters they liked. Prequels, sequels about them are interesting, and not only money wise. I’ve written Heavy Rain 3 times to choose the scenes that have been kept so a lot of work has not been used. I think it would be interesting to share it with the players.

-To conclude about the difficulties to sell Heavy Rain, how will you decide if the game is a success or not? You seem to be very sensitive to the grades that the video game press gives.

First, when the game is released, I must be satisfied and convinced that I’ve done my best. Then, there’s the metacritic, an accumulation of grades which frees you from the bad reviews given by the guy who only likes FPS. And it’s an indication of the kind of games I’m in. For the Nomad Soul, I was between 75 and 80%. Fahrenheit was between 83 and 87%. It’s true that the goal for Heavy Rain is to go beyond 90%. The bar is high, especially for games that are not unanimously supported. And the third criterion is, of course, sales. If you sell 100.000, it means that you’ve missed the point, that you couldn’t make the right game. Or, that the market didn’t want that. But that’s part of the challenge cause you can try to convince players that it is what they actually want. A famous sentence says that if people had been asked what they wanted, they would havec asked a faster horse - never a car.

-And what if the game didn’t work at all, was bashed by critics and players, would you still persist in that way ? Even if that would mean making games that are against the market’s will?

Heavy Rain is an important game for this industry - it’s an original title, targetted for a mature audience. Honestly, we made it in the best conditions : we had the best partner, the best platform, we had time and money. If the game fails, it’s gonna be very hard for me to say that it’s not my fault. And there’s a lot of people who scrupulously watch us in this industry : if we fail, it will influence them and dissuade them from following the same path.

-But personnaly ?

I don’t know how to make video games anymore, I don’t want to do this anymore. If the market tells me ‘we don’t want that’, I’ll tell myself that, after all, this is just a toy market. And I don’t wanna make toys.

-This might be saying too much, but does that mean that Heavy Rain could be your last game?

I’m not gonna be excessive and claim that it’s the end of my career. But honestly, this will have an influence. After that, I will look for the things that didn’t work but if the message is ‘David Cage, you completely miss the point, your story is not good and we’re not interested’, then I’ll tell myself that I shouldn’t do this anymore. I’ll never be able to go back to action games where you shoot people - I’m not there for money, or to brag, I’m here because I’m passionate. I like to explore new things and if I can’t do this anymore, then I’ll do something else. I’ll be very sad because I’m absolutely not a movie-frustrated man who made do with video games. That’s a media that I love and I’m here because I wanted to. If I unfortunately had to leave it, I’d be extremely sad, but if there’s a divergence between what you want to do and what can be done…then you have to clear things up

WOW was für ein fantastisches Interview. Cage wird mir immer sympatischer. Nciht nur wegen dem Spiel, sondern seine Visionen undd wie er dazu steht. Ich hoffe wirklich, dass Heavy Rain ein absoluter Erfolg wird und diese Industire, die momeentan fast nur durch shooter und minigames am leben erhlaten wird verändern wird.

Als kleiner Bonus nochmal ein Walkthrough mit 2 wieder unterschiedlichen enden. Ich glaube für diese Szene allein habe ich schon ca 12 Versionen gesehen. Es ist übrigens auch die beste Präsentation von dieser Szene.

Heavy Rain walk though part 1
http://www.gametrailers.com/video/gc...54810?type=flv

Heavy Rain walk though part 2
http://www.gametrailers.com/video/gc...avy-rain/54813

Heavy Rain walk though part 3
http://www.gametrailers.com/video/gc...avy-rain/54815


PS: Ich finde es klasse, dass man nicht sterben kann, nur weil man wie ich häufig diese bescheuerten QTEs versaut^^
 
hast recht darji^^

schönes interview und ne tolle einstellung und vision hat er.

finde auch das er ganz erlich ist und sagt was er denkt über den spielemarkt, toller kerl..


ps. hab das video jetzt zum ersten mal gesehen und wtf???

das spiel wird wirklich so geil... kann mir vorstellen das es für jeden persönlich ein anderes erlebnis wird. die grafik wirkt sehr toll und ich finde die qtes sehr gut gelöst :)


pps. finde es immer toll das sie den x3500 für vorführzwecke nehmen :goodwork: da weiss ich gleich wie es bei mir zuhause aussehen wird
 
Heavy Rain Demo auf der GC komplett durchgespielt und die Steuerung ist derzeit für mich total verhunzt.
Warum zum Teufel muss ich unbedingt R2 gedrückt halten um mich fortzubewegen und warum dann noch in so nem Schneckentempo, dass man für paar Meter ne halbe Ewigkeit braucht. Ärgerlich wenn man mehrmals hin und her läuft, das kostet einen Zeit ohne Ende bei dem Tempo.:x

Aufsetzen der Hightech Brille für den Detektivmodus sieht zwar toll aus, aber da man die Sequenz bisher nicht wegdrücken kann, bremst das auch das eh schon sehr lahme Gameplay nochmal extrem ab. Immer zusehen wie er sie langsam aufsetzt und wieder runtersetzt ödet nach kurzer Zeit auch sehr an.

Ansonsten sehr gemächliches Spiel, in der GC Demo scannt man das Haus am Schrottplatz ab, findet leuchtende Spuren, ließt sich Infos dazu durch und scannt die Gegend weiter nach Spuren ab. Wenn man Story relevante Spuren gefunden hat, tauchen nochmal neue Spuren auf bis man dann gegen einen Schwarzen kämpfen muss, aber das geht nur in eine reine Quick Time Sequenz über, in der man schnell die jeweiligen Knöpfchen drückt. Für Leute, wie mich die Quick Time Events für die schlimmste Erfindung in Videospielen halten, die reinste Qual!

Heavy Rain sollte daher am liebsten von jedem erstmal Probe gezockt werden, denn das Gameplay wird meiner Meinung nach doch nur sehr wenige Leute ansprechen. Da es halt sehr langsam und in den Actionsequenzen auf schnelle QTE setzt. Mich hat das jedenfalls bisher nicht begeistern können.
 
gerade bei so nem Game ist ne Demo völlig fürn hintern um sich ein urteil zu bilden, das Spiel lebt von Emotionen, Story und Beeinflussung dieser. Dinge die in einer Demo wohl kaum übermittelt werden können.

Wer sich da nach ner Demo ein urteil bilden kann geht falsch an die Sache ran, wie so viele.
 
gerade bei so nem Game ist ne Demo völlig fürn hintern um sich ein urteil zu bilden, das Spiel lebt von Emotionen, Story und Beeinflussung dieser. Dinge die in einer Demo wohl kaum übermittelt werden können.

Wer sich da nach ner Demo ein urteil bilden kann geht falsch an die Sache ran, wie so viele.

Natürlich kann man sich schon ein kleines Urteil übers Spiel machen bzw. übers Gameplay sogar sehr gut, denn wenn einem das von Anfang an nicht zusagt, wird das einem in den weiteren 20 Stunden auch nicht gefallen. Jmd. der eine Anreihung von QTE überhaupt nicht ausstehen kann, sollte die Finger auf jedenfall davon lassen!

Emotionen wird das Spiel bestimmt haben, davon bin ich sogar sehr überzeugt, aber Gameplay mässig konnte es mich leider nicht fesseln.
 
Natürlich kann man sich schon ein kleines Urteil übers Spiel machen bzw. übers Gameplay sogar sehr gut, denn wenn einem das von Anfang an nicht zusagt, wird das einem in den weiteren 20 Stunden auch nicht gefallen. Jmd. der eine Anreihung von QTE überhaupt nicht ausstehen kann, sollte die Finger auf jedenfall davon lassen!

Emotionen wird das Spiel bestimmt haben, davon bin ich sogar sehr überzeugt, aber Gameplay mässig konnte es mich leider nicht fesseln.
Es sind keine QTEs....

Ich kann Cage echt verstehen wenn er sich über sowas aufregt....

Here, every scene is different : some people have seen the Mad Jack scene and have deduced from it : ‘okay, that’s just an investigation game, you fight a little and it’s the same thing for the other 70 scenes’. But no, that’s the only scene that is structured like this! Then we showed Madison, and again : ‘it’s a game like this’. Every scene is different, we tell a story, and it doesn’t go in circles like in video games. It unfolds. There are good journalists who understand that, others don’t… It’s hard to make everybody get that.

When I read on the net that “Heavy Rain is just a succession of QTE’s”, I’m like…where the hell did you get that? Have you seen the game, have you talked to me, have you played it?
 
Es sind keine QTEs....

Ich kann Cage echt verstehen wenn er sich über sowas aufregt....

Mir ist es sowas von egal, was Cage sagt.
Ich hab die Demo von der GC jetzt komplett durchgezockt und es sind für mich QTE! Man muss nämlich schnell reagieren, damit was passiert, ansonsten bekommt man eine Sequenz zu sehen, in der man sieht, wie der geplante Versuch schiefläuft. Dann kommt als nächstes wieder eine Aktion dran, die man jetzt entweder schafft und was positives sieht oder wieder vermasselt und nochmal einen Versuch hat. Wenn man es zum dritten mal in der Demo dann immer noch nicht schafft, dann wird man getötet und man kann die Demo nochmal von vorne spielen. :x

Und Knöpfchen drücken sind für mich QTE, mir egal, was die für Cage sind :lol:
 
Der Einzige QTE in der SChrottplatzdemo ist die Actionszene bzw der fight mit dem typen. Alles andere ist kein QTE sondern einfach normales gameplay mit einer innovativen steuerung^^

WAr auf der GC eigentlich nur die schrottplatzszene spielbar, oder auch die mit dem Überfall?
 
ich weiß gar nicht was man an dem spiel so toll finden kann außer der grafik. ich finds total langweilig und nur aufgrund schöner grafik kauf ich das spiel bestimmt nicht. werd ich wohl nie spielen.
 
Der Einzige QTE in der SChrottplatzdemo ist die Actionszene bzw der fight mit dem typen. Alles andere ist kein QTE sondern einfach normales gameplay mit einer innovativen steuerung^^

WAr auf der GC eigentlich nur die schrottplatzszene spielbar, oder auch die mit dem Überfall?

Steuerung war zwar weit weg von innovativ und eher Mist bisher, aber das nur so am Rande^^
Das man fürs laufen eine Taste drücken muss (R2) erinnert einen schon fast an die crappige Resident Evil Laufsteuerung von 1996 xD
Wenn man die nämlich gar nicht betätigt, bewegt man sich keinen cm weiter und laufen gibts in dem Sinne auch gar nicht, man bewegt sich bei gedrücktem R2 Knopf nur in Schneckentempo weiter.

In der Demo konnte man nur auf dem Schrottplatz zocken, welches nochmal in zwei Checkpoints aufgeteilt war, sonst gabs nichts mehr. :)
 
ich weiß gar nicht was man an dem spiel so toll finden kann außer der grafik. ich finds total langweilig und nur aufgrund schöner grafik kauf ich das spiel bestimmt nicht. werd ich wohl nie spielen.

also die grafik ist schon gut aber nicht der hammer, ist für mich bei dem game einfach 2.rangig!!! viel mehr lebt das game von der presäntation/story und die ist meineserachtens einfach nur hammer!!!

allein das es mal eine wirklich gute story hat , ist es für mich schon ein fix kauf...
 
naja, dann liegts wohl einfach daran, dass ich eh kein krimifan bin und mehr auf adventure/fantasy/sci-fi stehe. ;)
 
Steuerung war zwar weit weg von innovativ und eher Mist bisher, aber das nur so am Rande^^
Das man fürs laufen eine Taste drücken muss (R2) erinnert einen schon fast an die crappige Resident Evil Laufsteuerung von 1996 xD
Wenn man die nämlich gar nicht betätigt, bewegt man sich keinen cm weiter und laufen gibts in dem Sinne auch gar nicht, man bewegt sich bei gedrücktem R2 Knopf nur in Schneckentempo weiter.

In der Demo konnte man nur auf dem Schrottplatz zocken, welches nochmal in zwei Checkpoints aufgeteilt war, sonst gabs nichts mehr. :)
Natürlich gibt es ein laufen nur ist es halt anders wie in anderen Spielen. Mit der gedruckt R2 taste läufst du,während du mit dem analogstik deinen Kopf bewegst und damit auch die richtung steuerst. Wie gesagt es ist anders aber trotzdem ein eigenständigen laufen^^

@Moggy: Naja wer auf DOA und ninja gaiden steht, der weiß interessante und durchdachte stories auch nicht zu schätzen :P
 
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