
Heavy Rain shouldn’t have much going for it. Developed by a man known for his failure to properly end his last big game and filled with what look like quick-time events, it’s endlessly dour and depressing… while being exclusive to the PlayStation 3. We said before that there is a good chance Heavy Rain is going to fail. That being said, our time with the game proved it to be a savvy, impressive, and often chilling experience.
If you’re a fan of story-driven single-player games, do yourself a favor and at least rent the game. Get through the first few scenes, and give it an hour or two to allow it to grab you. Yes, that’s a large investment on a game that is going to leave some cold. For those who are drawn in, however, this is something of an achievement in the art of gaming.
The Story
This is a game that will be more enjoyable the less you know, so we’ll try to keep details of the story and the characters light in this review. You’ll be asking yourself who the protagonist of the game is, and when the story actually began, and you could possibly change your mind about both questions multiple times throughout the game.
Heavy Rain is the story of four people who find themselves dealing with a dark time in their lives. How they get through this period, and what they do to themselves and others, is up to the player.
The main characters are a father, a private investigator, an FBI agent, and a… well, a woman. How you figure out who that woman is and what she’s doing there is an amazing piece of stagecraft—a character says something off-handedly to himself in a seemingly unrelated scene and the player is electrified. There are more than a few scenes like this, where tiny pieces of information are given out, and these point you towards the conclusion. The dour atmosphere owes much to the ever-present rain, and in another clever touch the rain itself ties into the main storyline.
What happens to these four people and the characters around them? That’s up to you. The game can end well, or it can turn into a tragedy. During my first playthrough for this review—and I can’t wait to play again—I tried my damnedest to keep everyone alive. I failed.
The graphics are an uneven bag. Some scenes look much better than others, although nothing looks bad. It can feel somewhat jarring at times to move from environment to environment and see a jump forward or a fall back in detail and polish.
Inaction: the only thing scarier than your decisions
Everything in the game is controlled by context-sensitive movements and button-presses, but the way they are shown on screen and how they influence the action is where the genius of the control scheme shines through. In some cases, you’ll have to hold down one button, and then another, and then another. This can lead to your hands doing weird things on the DualShock 3, and you’ll have to get rid of your notions of how the controller fits in your hand during some of these challenges.
This may sound weird, or even counter-intuitive, but these challenges are put in places where your character is being subjected to heavy emotional or physical stress. You’re supposed to feel like you’re on the edge of failure and pushing your dexterity to the limit, because that matches what the game is putting its characters through. I can’t describe what I mean in detail because that would ruin a few plot and character moments.
What happens if you fail a challenge? Maybe you get punched, maybe the action of the screen alters, maybe nothing. If you continue to fail, however, you’ll go down the list of adverse outcomes. It’s very possible one of the characters will die. When that happens, the game soldiers on, and the narrative continues without that character’s participation.
Being put in some of these positions while knowing that death is a real possibility gives the game an edge that I wasn’t used to, and that made some of the scenes uncomfortable to play.
You’ll also be forced to make very quick decisions, and what you do or don’t do may can to death for you or someone else. This isn’t a game where you get a binary choice between a “good” action or a “bad” action. In many cases, even after the scene was over, I asked myself if I had done the right thing. Don’t take too much time to weigh your options; inaction may lead to something you’re even less comfortable with.
You’ll also need to be extremely observant. Things that seemed like small details, actions that didn’t seem to have any consequences, details that seemed too small to matter—they can all come back and bite you in the ass if you’re not paying attention. Again, the consequences may be nothing, or they could be great. The game doesn’t play by the rules you’re used to, and that’s refreshing

David Caruso would love this
One of the characters is an investigator with the FBI, and he has a very special set of glasses that allow him to take video of his surroundings, find clues, and then analyze them later. From a gameplay standpoint, that means you’ll be scanning the environment to find things to investigate further, and then you’ll dig through those clues in a virtual interface back at the office.
It’s a neat little mechanic, but it seems somewhat out of place to have this kind of technology in what often feels like a crime-noir title.
What’s interesting is that the clues you find and analyze may lead you down the wrong path if you’re presumptuous or don’t dig long or far enough. There are dead ends and easy answers, both of which are frequently on offer. When the game asks if you want to give up looking through your files, is it saying that there won’t be anything to find? Or is it suggesting that your character is frustrated, but stopping the investigation would make you miss out on something? You never know, and the game forces you to make frequent gut checks. This is the closest thing to table-top role-playing that we’ve seen in gaming.
The fact that you constantly put on and take off the glasses, called ARI, may lead to a few CSI jokes, and sometimes searching crime scenes can seem a little linear, but don’t be fooled; you’ll have to be precise and diligent in gathering evidence and then putting together the puzzle of these murders.
On the voices
In a game that tries so hard to be cinematic, it’s a little shocking how uneven the voice acting can be. It’s clear that Heavy Rain was both written and performed by actors that may not speak English as their primary language—check out how many times the word “wasteland” is used in the opening hours. The rhythm of the speech is off, and the accents can be distracting.
Our partial solution? Pretend the game takes place in Canada. It’s also interesting to listen to the game in French while adding English subtitles. Listening to the dialog in English is simply distracting in too many places, with some examples of odd phrasing. The writing itself can often be cheesy, as well. This game is going to be lauded by some critics for its virtual performances, but it just shows how low the bar is for gaming; in no other medium would this voice acting be tolerated.
That said, it’s not terrible; it’s just not as good as the story and graphical presentation, and that’s a real shame.
In conclusion
There are some major problems with Heavy Rain in terms of pacing and voice acting, but after watching the credits roll, the entire experience, taken as a whole, felt very good. The game takes a lot of risks and most of them pay off, and there were legitimate surprises in many places. That’s a rarity in this business, and should be celebrated when it happens.
David Cage has an uncompromising vision when it comes to creating games, and it’s gratifying to see a company like Sony sit back and allow Quantic Dream to create something this idiosyncratic. Heavy Rain is unlike anything else on store shelves right now. This game may have stumbled in places, but it’s much better than Indigo Prophecy, and you don’t have to worry about a disastrous final act.

Some people are going to be turned off by the style of Heavy Rain and the game’s insistence on moving at its own pace—and this pace can be very inconsistent—but hopefully the game will find an audience that loves it for what it is. It deserves it. David Cage has a masterpiece in him, and this may not be it, but he’s getting closer. What he did achieve here is damned impressive if you go into it with the right attitude.
The Good
- Emotional experience that pulls you in
- Choices have weight and consequences
- Trivial details may come back to haunt you
- Characters can actually die, and the story continues on
- 10-hour play time, but you’ll want to play through more than once to make different choices
- Complete story with satisfying conclusion
- Male and female nudity is handled with something approaching class
The Bad
- Voice acting can be weak, and heavily accented
- Game can be short if you only play once
- It may sound weird or aloof, but much of the emotional punch may be missing if you don’t have children
- A few subplots seem to peter out to nothing… at least in my playthrough
- The pace can be terribly slow in places, especially in the first few hours
- The game can sometimes feel like a Choose Your Own Adventure book
- Some of the science-fiction elements feel out of place
The Ugly
- Is it possible to animate a kiss that doesn’t come out like two people chewing on gum while being very close to each other? So far, the answer is “no.”