UI
Initially UI was displaced on the right-hand corner of the screen -– which in effect shifted the player’s focus from the task at hand to check the next action necessary. This was switched to the much more intuitive 3D icons we see in Quantic Dream games today. These icons are transparent, so they keep that unobtrusive element, while changing in movement and position within the context of the situation.
For example, the icons pop up when the character moves and turns near an interactive object, such as to pick up a letter on the floor. This gives the player freedom to choose which actions to perform, while challenging them to have a keen eye for locating objects (e.g. evidence) in a scene.
The button prompts also change order in a queue formation when buttons are held down in sequence and begin to jitter as the situations becomes more intense (like the characters’ thoughts when the left trigger is held down.) There is also not HUD, allowing for total player immersion.
Controls
The aim of Heavy Rain’s use of the control mechanics was to develop a natural sense of rhythm in play. This is so that the player doesn’t even feel as though they’re holding a Playstation controller while performing actions in-game.
In addition to the PS3 and PS4 DualShock controller, Heavy Rain is also playable using the PlayStation move controllers. Actions like raising the move controller to raise the character’s arm, turning the controller to turn a key through a locked door, lying on the bed by flipping the move controller horizontally or getting up by flicking the controller up in a vertical position.
There are no repetitive mechanics using button mapping; any buttons pressed are contextually-based.
The right analog stick mimics the actions and speed of characters’ movement. The 6-axis motion is used for actions requiring rigorous movement.
For actions requiring precision, the player needs to unfold slow movement of the right stick. For actions requiring speed, tapping a button repeatedly is done.
For actions requiring a quick reaction, QTEs imitate the idea of ‘making an effort.’
For actions requiring strength, holding two or more buttons simultaneously is necessary, often increasing in number with more intense situations. This is to place the player in uncomfortable position—to reflect that of the character on screen.
Actions like pushing forward with the move controller to push an object (like a door open) and pulling it back closed with gestures, could now be implemented.
With the move controller there was now an added richness in action and interactivity, in comparison to the PS3 controller’s Six-Axis system. Although by using this controller, players could still use the motion-sensitivity of the DualShock has to offer.
Players can rotate, flick and shake the controller much like the Playstation move. They can use the RT to walk, right analog stick to interact with objects in the game, LT to hear the characters’ thoughts and LB to switch the camera angle.
The player uses buttons in the sequence, speed (e.g. tapping) and the combination (holding down multiple buttons) as they appear in the UI on screen. The difficulty of the game controls is also adjustable.
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