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Heavy Rain Team Thought They “Could Have Done a Better Job With Everything”

May 30, 2012 by Mat Growcott

Heavy Rain was well-received on the PS3 at release, but didn’t really withstand the test of time. In an interview with Gamasutra, David Cage describes how the team felt they could have done things better.

Heavy Rain was a good game, it had an enjoyable storyline and the plot holes that are apparently rife throughout aren't as bad as some people would have you think. We still don't know why Ethan was waking up in the middle of nowhere holding an origami figure – Sony cancelled planned DLC, swapping it for the Move version of the game – but I suppose overall things turned out alright. Didn't they?

Lead developer David Cage feels that both he and the team building the game could have done a better job. In an interview with Gamasutra, he talks about his disappointment in the how the game turned out.

“There were different things. With the team, we were pretty much unhappy with everything. We thought we could have done a better job in all areas, and have better rendering, and better visuals, and better gameplay, and better everything.

"I'm really proud of Heavy Rain. Not in an arrogant way, like, “Look at how good we are”; we’re just proud of having made it. I mean, to meet people every day, telling us about their experience playing Heavy Rain. And many come to me and tell me about the scene where they need to cut the finger, and how the wife was sitting on the couch with them and saying "Do it" or "Don't do it" or whatever, and how it generated conversations and dialogues within the couple. Many people played with their wives.

"There were so many things, after Heavy Rain, that we learned. We felt on a marketing point of view, I would say that some people maybe didn't give Heavy Rain a chance, just because they felt it wasn't a game for them. Maybe some people thought it was just a game where you would just press buttons, and some kind of interactive movie thing, which Heavy Rain absolutely was not.

"I'm really proud of the fact that for the people who really enjoyed the experience, it seems to be a part of the culture now. It's something that they really lived, not just a game they played and they closed the box and that's it, "Forget about it." It's something that they keep talking about and that really left an imprint in their mind. Yeah. I'm incredibly proud of that.”

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