An Improbable Conceit: The Importance of Heavy Rain and Beyond: Two Souls
Until last month, I had never played Heavy Rain. Old fart that I am, I believed the game launched only a couple years ago. (Turns out, Quantic Dream released the game in 2010—which, to me, still qualifies as “just yesterday”).
I had also, until last month, never played Beyond: Two Souls, Quantic Dream’s 2013 follow-up to Heavy Rain.
Last month, my husband Ted and I played Beyond: Two Souls together in “Duo Mode”—Ted playing Ellen Page, and I playing her ghost-friend Aiden—in one single sitting. We had a blast.
Since I so enjoyed Beyond: Two Souls, and because I am also a huge fan of “noir,” Ted insisted we play Heavy Rain right away.
Heavy Rain, we did not play in a single sitting. I’ve lost count but, in total, I think I fell asleep seven (!) times. (Every time criminal profiler Norman Jayden appeared onscreen I would immediately fall unconscious, as if by hypnosis. I couldn’t stay awake long enough to even feign interest.)
Yes, Heavy Rain—a critical darling of 2010—put me to sleep, repeatedly. I must be in the minority, here; the original PlayStation 3 release averages a Metacritic metascore of 87, which is pretty damned high. Some might even say… too high. Suspiciously high.
But in all seriousness, those spectacular scores only prove that reviewers-of-six-years-ago were eager for videogames to aspire to new heights and depths, to achieve something greater, something more nuanced than whatever triple-A games had yet accomplished. (Meanwhile, the late film critic Roger Ebert—at his charming best when at his most cantankerous—contended unto the very end that videogames can never be art and, in holding to that assertion, probably did more to evolve the games form than any single game release ever could.)
I’m willing to allow that Heavy Rain is an important game, important for people to see and play—but few games can profess to be “art,” unfortunately. And Heavy Rain is not one of those games.
My catalogue of complaints is interminable. From the very outset, I was startled by how “paper doll” Heavy Rain really looks—how much Quantic Dream’s technology has improved within a few short years, maybe.
Mechanically, too, the game is just so stilted, so awkward. (I now understand what people mean when they joke about “press X to Jason”; during what ought to’ve been a tense sequence in Heavy Rain, I laughed so hard I cried.) Then, later, during a romance scene, I started chuckling about “oh God, what if it’s a series of complicated quicktime events to unhook a bra”—and, seconds later, I stopped chuckling, because that is exactly what the player is made to do.
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