If the decision making in Heavy Rain is anyuthing like the one in Fahrenheit, a lot of the stuff is very scripted. The choices in that game were a lot like "You can do this or you can do that. But if you do that, the game ends". Not even remotely the size of the Bioware style of choice making.
Last note on HL2. I'm surprise how much i forgot on the game. The cool stuff comes later (i probably didnt even reach those levels the first time). The whole "befriending the insectoid enemies and using them as a troop to disembowel the bad guys" is dream stuff. It's not even an FPS anymore. I spend more time planning weird stuff to do. That's exactly how perfect gvames should be. As cool as Bioshock 2 was, in terms of atmosphere, i concur with Standardman on how constricted you felt later in the game. And that happens more and more in recent games. Everything is more set to make you do what the designer feels it's cool than letting YOu do it.
The simple genius of sendin flyin bugs ona heavily armed tower and watch them throw snipers off it is something that no "cinematics" will ever substitute.
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