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Confusing Things in Heavy Rain #2 (*Spoilers*)

Inconsistencies Liking Shaun More Since the entire premise of the game is saving Ethan’s son Shaun from being the killer’s latest victim (or don’t and he dies) I felt more attached to Shaun as we got to know him better. With Jason, there was simply not enough time to become fully invested and as emotional as the accident scene was, I feel that if it had happened a little later player’s would have felt more guilt rather than surprise. Throwing chickens Suspect throws chickens at Norman Jayden - how often is there livestock in the supermarket? Jason’s death When Jason darts across the road he is hit by a slow moving car. I get that he’s a 10-year-old boy and the impact is more severe, but I expected nothing more than a fracture. Also Ethan jumps across and shields Jason! The result? Jason dies and Ethan is in a coma. This is very shocking and sad when you play, but after a while you can’t help but wonder. How did Jason die instantly?

Confusing Things in Heavy Rain

Where the Confusion Lies These are a few things that may have confused players: Language ‘ Deserted wasteland ' - many characters throw this term around to describe the open field next to a train track where the victims’ bodies are found. ' Living room cupboard ' - the cupboard is actually in the dining room. Vacant look in Ethan’s eyes - compared to other characters, Ethan’s pupils never dilate or change no matter how he feels. Jason seems ADHD - he wanders off no matter what his father tells him. I know it’s important to the plot of the game, but I can’t help but think that maybe Jason’s death wasn’t due to Ethan’s negligence, as he does call after him repeatedly (by pressing X.)

Best Boss Battles of God of War - Part 2 of 3

10 Best Boss Battles of the God of War Trilogy Hydra The Hydra in God of War is the first boss battle in the series -- and serves as an introduction to the game and the mythology behind it. After killing the Hydra’s many heads, Kratos confronts the Hydra king on a ship. After the player climbs up a net to reach the wooden platform atop the mast. The Hydra’s roar is enough to send Kratos careening off of the platform. Kratos pushes the Hydra’s head down onto the ship’s mast, impaling and killing it. Kraken In God of War III Kratos battles a Kraken. During the fight Kratos uses the body of a dead spartan soldier to weigh down on pressure pads that allow him to fly up and cut off the Kraken’s tentacles. The Kraken realizes Kratos’ plan and eats the body. Kratos must then dislodge the Kraken from the pillars it’s holding on to and deliver a final blow with an extendable bridge. Ares In God of War Ares is the final boss of the game and...

Best Boss Battles of God of War

10 Best Boss Battles of the God of War Trilogy The boss battles of God of War are one of the most memorable gameplay elements of the entire series. In reaching the end of a level Kratos must confront and kill bosses from mythological beings like the Sisters of Fate, to creatures like Pandora’s Guardian, to titans like Gaia and many, many gods and goddesses like Medusa, who are after Kratos for waging a war against Ares. In earlier God of War titles, Kratos goes up against more mythological creatures -- and more gods in God of War III. Although, one thing’s for certain - the fights are always gory, gruesome and so very satisfying. Hercules In God of War III , Hera the wife of Zeus pits her son Hercules against Kratos. Hercules sees this as an opportunity to steal his brother’s title of God of War. Kratos overcomes the might of Hercules and steals his cestes. Hercules, enraged, lifts entire arena to derail Kratos, but  instead drops it on himself -- and ...

The Art of Heavy Rain (Part 3)

This sequence was left optional to the player, as the developers wanted to introduce the player to the character more gradually and give the player more freedom in that discovery. During the opening scene, the player has Ethan get up from bed -- controlling the speed of the movement using the right stick -- and move around (optional: walk out to the balcony, look at his wedding photo.) The player is also encouraged to hold down the RT to listen to the character’s thoughts and observations (especially important later for mission objectives.) Here Ethan thinks about showering and getting dressed. If the player takes a look at the wedding photo Ethan remarks that his wife looks more and more beautiful everyday. When the player moves towards the door they are prompted to lift a note off the floor from Ethan’s wife Grace letting him know she stepped out to pick up supplies for their son Jason’s birthday party -- and because letters are so much more romantic than text messages...

The Art of Heavy Rain (Part 2)

Cinematography Heavy Rain uses a character-based interaction model. The camera model is context-sensitive, but the angle is switchable by the player. The character is shown from the camera angle most appropriate for his or her current location in the world. Characters also look and move their head around, which adds more variety to their natural walk cycle. This lets the designer play the role of a cinematographer; and while this is often not a good model for fast-paced action games -- as it’s often disorienting to the player who needs to see obstacles and make educated inferences based on information presented -- this works well in Heavy Rain because of button mechanics involved in the action sequences. Different camera techniques are also used during scenes. For example in The Mall scene where Ethan is searching for his lost son Jason the camera changes from a calm, steady view to a shakier handheld one. The camera is also brought up to Ethan’s shoulder to allow the pl...

Designing a Level In God of War (Part 2)

Building a Level Levels are blocked out in basic shapes and spacing by the level designers. Anything built can be sent over to the team’s development kit -- be it the whole levels or pieces, to view a specific section of the level. After the block-out and collisions are built, the level is now in a playable state. Environment artists can lay the assets down in the place of the blocks. The level in progress will then be iteratively tested with both block-out and any placeholder/completed assets. Kratos’ model is also used to test and navigate around the level in development; Kratos' model is also used to measure the scale of level assets and height of walls by stacking one model above the other. Deleted Levels In God of War there are a variety of level types, including underwater and desert levels, but most center around the marvels of ancient Greek architecture. There were also many partially-complete levels that were cut during production, due to time constraints...