Tagged With heavy rain

My favourite trophies and achievements in video games are the gimmick-based ones. They're not about finishing a level or getting a certain amount of headshots. They're about doing something specific, often something outlandish, silly, deliberately provocative or plain screwed up. They can add levity to a sober gaming experience, provide a diversion from a linear plot, or open the player's mind to unconsidered gameplay possibilities.

"Press X to not die." It's a gaming cliche at this point, one that many view as a symptom of lazy game design. Quick time events, as they're known, are glorified cut-scenes. Things happen, and we press buttons that don't really match up with the action on screen. They can be pretty bad.

Quantic Dream, the studio behind Heavy Rain and Beyond. Two Souls, are about as polarising as a developer gets. Some people hate their games. Some people love them! I'd like to think there's one aspect of their output we can all get behind, though. the way they include some of the world's best animation shorts in their games.

I love a game with a cool, interesting main character. But you know what I think I might love even more? A game with multiple cool, interesting main characters. Why not, right? Modern video games are huge! They've got room to spare. I love a hero as much as the next red-blooded American, but it's time to keep expanding.

Yes, the jokes about the weird deconstructed gameplay in Heavy Rain get laughs, even from people in the audience who may not have played it. But the best thing about Kumail Nanjiani's stand-up bit on the PS3 psychological thriller is how he notes the changes in the gaming medium and the difference in the kinds of experience that are available now. He's acknowledging maturation while getting some yuks in.