innkeeper
2010
I couldn't get through my first gameplay when I played it as a kid. I was so scared of constantly getting lost and attacked, I depleted my ammo halfway through and got stuck.
Coming back to it years later as a survival horror lover was a blast. Remedy is one of those studios that certainly has its own charm where they make small stuff work up a great experience overall.
Coming back to it years later as a survival horror lover was a blast. Remedy is one of those studios that certainly has its own charm where they make small stuff work up a great experience overall.
2014
2009
2013
I think it's kind of the black sheep of Quantic Dream, but I really liked it. It was a loaded story with an interesting concept. I have a soft spots for characters you experience from the beginning to their end, and the unusual narrative really enhanced that in a weird way for me. I always looked forward to what was coming next, and that's enough for me.
It would be boring to replay it, though. So the whole "play it again to experience different choices" appeal kinda loses its point.
It would be boring to replay it, though. So the whole "play it again to experience different choices" appeal kinda loses its point.
2016
I was more emotionally hooked on this one due to many factors and although it doesn't match the amazement of the first game, it has its own moments, especially with the ending. Saving Little Sisters actually has a meaning this time, and dare I say I was more interested in the villain since it was a curious follow-up to Andrew Ryan.
I was really looking forward to this because the pre-order demo looked promising. A great looking game with fun mechanics and a half-decent story.
I was surprised to see that the "full-game" was a really short experience that completely disregards the story elements of the demo and does its own, weirder story with changed mechanics. I never know what to say about this game. I'm disappointed but I would certainly give a proper version a try.
I was surprised to see that the "full-game" was a really short experience that completely disregards the story elements of the demo and does its own, weirder story with changed mechanics. I never know what to say about this game. I'm disappointed but I would certainly give a proper version a try.
2020
2010
2008
2005
2010
I have a lot of bad things to say about this game, but when I laid it out in depth, I was called woke because I claimed the characters, especially the women, were written very badly. Here I thought David Cage was an outed pervert, but it's still controversial to say that apparently. So in short:
- The story is bad and relies on a single plot twist that doesn't even make sense from a writing perspective.
- Characters are bad, cliched, unrealistic, and they talk like AI chatbots.
- Chapters are repetitive from start to finish.
- The "innovative storytelling" would work better as a TV show instead of a game with QTEs
- Choices feel like they alter the ending instead of the whole story, which is the worst type of "Important Choices" game you can make especially if you have no other game mechanic than choices.
Heavy Rain was definitely a game that I had a hard time understanding its success, even considering the time it was released. Its greatest achievement might be opening the door for slow-burn, story-rich games that don’t have to be filled with shooter mechanics to keep the consumers interested, and can instead emphasize the worldbuilding, visuals, and actual interactive stories to utilize its medium. I just personally felt like there are times when it doesn’t do justice to this cause more often than it does.
- The story is bad and relies on a single plot twist that doesn't even make sense from a writing perspective.
- Characters are bad, cliched, unrealistic, and they talk like AI chatbots.
- Chapters are repetitive from start to finish.
- The "innovative storytelling" would work better as a TV show instead of a game with QTEs
- Choices feel like they alter the ending instead of the whole story, which is the worst type of "Important Choices" game you can make especially if you have no other game mechanic than choices.
Heavy Rain was definitely a game that I had a hard time understanding its success, even considering the time it was released. Its greatest achievement might be opening the door for slow-burn, story-rich games that don’t have to be filled with shooter mechanics to keep the consumers interested, and can instead emphasize the worldbuilding, visuals, and actual interactive stories to utilize its medium. I just personally felt like there are times when it doesn’t do justice to this cause more often than it does.