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Heavy rain game house
Heavy rain game house





heavy rain game house
  1. #HEAVY RAIN GAME HOUSE MOVIE#
  2. #HEAVY RAIN GAME HOUSE FULL#
  3. #HEAVY RAIN GAME HOUSE SERIES#

#HEAVY RAIN GAME HOUSE FULL#

I wanted to have four full stories that would be interlaced, that could collide at some point, that paths can cross. So with Heavy Rain, the idea was to continue to explore this direction. It demonstrates that the audience can feel empathy with many characters and not just with one.

#HEAVY RAIN GAME HOUSE SERIES#

TV series have grown through the last few years and made big use of narratives with several characters at the same time, whether you think of Lost or Desperate Housewives.

#HEAVY RAIN GAME HOUSE MOVIE#

When you go to watch a movie you can feel empathy for any character on screen, whether it’s the hero, or the girlfriend of the hero, or the best friend, or whoever. On Fahrenheit, someone told me, “People won’t be interested in play a lot of characters they want to play the hero–they won’t feel empathy for them.” And I thought that was so wrong! In Fahrenheit, you end up controlling three characters, which was very interesting and very new. In Omikron, your soul can be reincarnated into another body. I am very interested in schizophrenia in many ways, but I also believe games are a great way of seeing how it is to be someone else. This is something I explored since my first game Omikron. Why did you decide to have four protagonists? Usually you find fear, or stress, or power, or frustration, but here I wanted to explore very different types of emotions and this story was the perfect way to do this. I wanted to trigger more complex emotions than what is usually found in games. When they feel really uneasy, or uncomfortable, or really depressed, to a certain extent, you can feel that as a player and you can share that with them. A story allows you to create very emotional moments and as you control the characters and you feel empathy for them. It’s about creating these characters, and sharing their lives, and making them behave in one way or another.

heavy rain game house

I really wanted to create an emotional journey, where the player would really feel immersed and would feel emotionally involved in the experience.

heavy rain game house

I never thought I wanted to make a movie. What you have to do and how you are going to do it is pretty much different in every scene.ĭid you want to make a game like a film? Or did you want to make a game that was emotional, and that made it similar to a film? That was challenging because we don’t use mechanics, we don’t use patterns in the game. We tried to do our best in the writing to have an interesting and strong proposal for gameplay and for narrative in every single scene in the game. We really wanted the player, through his actions, to tell the story and for these actions to have consequences. Because in most games all you have are these mechanics where you shoot or you drive, but when you need the story to progress, the game goes into cut-scene mode. And all the challenge is to play the story. All the challenge of writing an experience like Heavy Rain is that you need to do both at the same time.







Heavy rain game house