News

Heavy Rain “Not A Video Game Anymore” In Creator’s Mind

While there are some who believe Heavy Rain creator David Cage is a gifted man, others think he (and his games) are a little too full of themselves.


August 25, 2009

Heavy Rain Eyes On: Meet Scott Shelby, Private Eye

Quantic Dream’s Guillaume de Fondaumièr offered us our third official look at the developer’s PlayStation 3 game Heavy Rain at Gamescom, showing us just a few of the many possibilities that await us in the hi-def choose your own adventure.


July 14, 2009
News

Hideo Kojima Met With Heavy Rain Developer

Cut scenes. Some love them, others loathe them. In games like Metal Gear Solid, players sit and watch as cut scenes push the story forward.


June 23, 2009
News

Tim Schafer Says Games Must Ditch Sci-Fi And Fantasy To Grow

Kotaku AU

Near-mythical game designer Tim Schafer reckons games need to look beyond cliched fantasy and science fiction inspirations in order for the industry to reach a broader audience. Is he right?


June 18, 2009
News

“Lots Of Work” Still Needed For Heavy Rain

Satisfied with how upcoming thriller Heavy Rain looks? Don’t be. Not one to be complacent, developer Quantum Dream says the eagerly awaited game still needs lots of work.


February 21, 2009
News

Heavy Rain Creator: Hollywood Actors Don’t Care About Games

Been some big(ish) names doing video game voice work of late. Robert Downey Jr. Ron Perlman. Kristen Bell. But are they really doing the work? Heavy Rain creator David Cage doesn’t think so.


December 3, 2008
Uncategorized

Heavy Rain Is About Normal People, Real Life

Don’t expect to see the heroine of Heavy Rain leaping through the air in some abominable mash-up of Cirque du Soleil and The Matrix. The game’s director tells 1UP it’s simply about “normal people.”


July 26, 2008
Uncategorized

Quantic Dream’s Cage Talks Emotionless MMOs

Quantic Dream’s David Cage, the creator of Indigo Prophecy who’s currently at work on Heavy Rain, often has good things to say about emotion in games, and in a recent interview with Gamasutra, he’s leveling a critical eye on the open-world structures of MMOs and wondering what “emotional value” players are really getting out of them.

He first contrasts sandbox gaming in general with the deliberately-constructed “rollercoaster” of linear games:

“From the time you’re in the line, you go in the back of the rollercoaster and through the tunnel and everything is defined. We knew while you were waiting how to make the stress grow, how to make you feel something, get you scared, make you feel better, et cetera. This rollercoaster is being conceived by someone to optimise the experience”.