+Audioboxer Subscriber² Posted December 13, 2009 Subscriber² Share Posted December 13, 2009 Yay, I'll post all the media in here. Heavy Rain done. Very interesting. Will have to contemplate this over lunch and, er, yet more FIFA. And perhaps Mass Effect. *addict* http://twitter.com/eurogamer_net They sent out preview code that contained a couple of hours of the game from what I've heard. Link to comment Share on other sites More sharing options...
rajputwarrior Posted December 13, 2009 Share Posted December 13, 2009 looking forward to this! Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 14, 2009 Author Subscriber² Share Posted December 14, 2009 New pics Only gamereactor preview is up so far, in swedish - http://www.gamereactor.se/forhandstittar/20409/Heavy+Rain/ Originally Posted by Gamereactor Google Translation: The developers behind Fahrenheit and The Nomad Soul takes adventure genre to a whole new places in his bleak adventure thriller Heavy Rain What is it about? It could mean the fall of 2009 in Ostersund, but quite as psychics are not the developers Quantic Dream. Heavy Rain've been under development since 2006 and is a hugely expensive adventure. We must follow four very different individuals who all of them are involved in different ways in search of "The Origami Killer". What makes the Heavy Rain so unique is how it uses the old adventure games principles of modern touch. Imagine the opening scenes of Shenmue or for that matter, Fahrenheit, was even more detailed. An overwhelming amount of choices and different results for the document further. The interaction is a fundamental part of the game and narrative rather than just spice up the pre-sequences. It sounds a bit vague, can you explain? I begin by Ethan March, a successful architect who wakes up in his bed. The weather is beautiful, so I climb up, go at me and go out on the balcony in only his underpants. No neighbors in sight so I hang there for a while before I go in again. I walk over to the bathroom where I shave, brush your teeth, showering and doing my needs. So I dress for myself and go down to the kitchen in my delicious lair where I necks juice straight from the package and waiting for family to come home. Life is wonderful. All this have I done with short movements that pops up when I can interact with something that I open doors with a motion to the right and then down the right stick, but otherwise, I can move freely. The old adventure games verb commands have simply been replaced with context-based key combinations. Is not that exactly what you do every morning, though in a nicer house? Yes, and it is precisely the allure. Daily activities leads me directly identify with Ethan, and then when the disaster occurs, it feels more real than any game I can remember. Panic is such a common sense of the game, just take what survival horror games at any time. But I've never felt panic about another character. When I meet Ethan again, two years later, the panic has given way to a listless anxiety, a dark existence where there are ever-present rain. I perform my morning chores with an uneasy feeling and teeth lights for no reason. When I put on my son, I draw down the shade, in the desperate hope that it will reduce my anxiety. It is failing. Outside the door I break up. So Heavy Rain is a neurotic father-simulator? Yes and no. We may say that follow more characters during the game. Just when it is most exciting breaks the document and you get to play someone else instead. Can anyone spell cliffhanger? Sub Private Detective Scott Shelby, an asthmatic man with heart in the right place, so far. Then I've also got to know a bit of FBI agent Norman and journalist Holly Madison Paige. The other is of course the more reason to get into action and I've just survived an intense battle packed with typical quick time events. But the movement has always been intuitive and rather than randomly press X, Triangle, and R1 as follows each key about the logical direction based on what is happening. It feels more like the classic Space Ace ... except that I do not die every time I press the wrong, that is. Another fascinating thing is that the game will not run out because you happen to kill someone (or all) of the main characters. Their story might run out but the overall document goes further - unless you choose to play on the section that is. It has of course been much talk about the graphics, what about it? When it first showed up in Heavy Rain superior to virtually everything else. Now it has had time to go a few years and competition has caught up on many points. A small drawback to the hyper-realistic faces is that they appear to be stiffer and less natural than, say, the more exaggerated half the cartoons in Uncharted 2: Among Thieves or Gears of War 2. But it's still incredibly beautiful and the variety of animations for each possible action is astounding. How many other games have animations for picking out a chicken dinner from the microwave and upset over it on a plate? And when the game splits the image into two, three, five, six separate sections to show different events without CRASH image update, it is considerably impressive. How should I make room in your wallet for Heavy Rain? Absolutely. If you liked Fahrenheit, it is a given, but you may have already understood. Hardcore action fans will probably not have as much to get it because, after all, is a true adventure, but the document and the intense, personal narrative should make it interesting even for those who played similar games before. Of the short part I have played so far apparently this will be a good one, and producer David Cage has promised that all supernatural crap will be gone. Link to comment Share on other sites More sharing options...
soniqstylz Posted December 14, 2009 Share Posted December 14, 2009 It feels like I'm reading Engrish. When I put on my son, I draw down the shade, in the desperate hope that it will reduce my anxiety. :| Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 14, 2009 Author Subscriber² Share Posted December 14, 2009 It feels like I'm reading Engrish. :| I noticed that and let out a lol :laugh: Swedish is the new Engrish. Embargo actually still hasn't lifted, I dunno how long is left till 9am pacific, almost 4pm in the UK. Link to comment Share on other sites More sharing options...
Xilo Posted December 14, 2009 Share Posted December 14, 2009 Still got about 1 hour until 9am pacific. Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 14, 2009 Author Subscriber² Share Posted December 14, 2009 Still got about 1 hour until 9am pacific. Awesome, I'll be away out but I'm sure someone else will post info... Word is there will be a new video, but journalists weren't allowed to take their own. Also the above images are supposed to be embargoed as well :p Link to comment Share on other sites More sharing options...
KoL Veteran Posted December 14, 2009 Veteran Share Posted December 14, 2009 The game looks really good. Reminds me of Heavenly Sword. The faces on that game look pretty nice. Link to comment Share on other sites More sharing options...
sundayx Veteran Posted December 14, 2009 Veteran Share Posted December 14, 2009 Whens expected release date again? Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 14, 2009 Author Subscriber² Share Posted December 14, 2009 Whens expected release date again? February for EU/JP, nothing known for US yet. Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 14, 2009 Author Subscriber² Share Posted December 14, 2009 Previews Eurogamer Gamersyde Videogamer Holy crap at detail, individual pores - http://images.eurogamer.net/assets/article...?slideshow=true Best looking beard in a game, Larry will finally be happy :rofl: Link to comment Share on other sites More sharing options...
Sethos Posted December 14, 2009 Share Posted December 14, 2009 House of wax :p Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 14, 2009 Author Subscriber² Share Posted December 14, 2009 They seem to have adjusted the warmth as well, Old: New: Film/Movie buffs should be happy. Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 14, 2009 Author Subscriber² Share Posted December 14, 2009 Eurogamer Hype +1 That preview was delicious, posting here for the lazy/those at work... How far would I go to save someone I loved? Apparently, I'd start by letting them win. The first thing that happens in Heavy Rain is that you take control of architect Ethan Mars as he wakes up on a beautiful Saturday morning in his lovely modern family home, gets dressed and goes downstairs to wait for his wife and children to come back from the shops. When they do, he helps get stuff ready for lunch and then has a bit of time to kill, so he goes and plays in the garden with sons Shaun and Jason.Heavy Rain is easy to pick up and play, but at this stage you are still effectively in one of those playable tutorials, doing things like depressing triggers at varying speed to see how much you can influence the speed of animation (a lot). At this stage in any game the goal is to do what you're told while events warm themselves up in step.What sets Heavy Rain apart, however, is that while I'm having a mock lightsaber fight with my kids in the garden, I remember it's better to let kids win. So I deliberately fudge some button prompts, "failing" by any traditional gaming yardstick, take a few mock blows and tumble dramatically to the floor to Shaun and Jason's great delight. To my great delight as well - Heavy Rain isn't a mature game because it has unhappy families and moody lighting, it's a mature game because it anticipates an adult response from the player and is prepared to receive it. Unlike past previews, for the first time we are getting to play through an extended section of Heavy Rain. Other publishers are very protective of their blockbuster games, revealing them in dribs and drabs - the apex of which remains Activision's decision to show journalists a mere two minutes of Modern Warfare 2 at gamescom in Cologne two months prior to its release - so today suggests Sony is rather proud of Heavy Rain, because this preview build is over two hours of continuous play. It allows us to observe how the game introduces its four playable characters and the concept of the Origami Killer, and how it reconciles the seemingly mundane - like taking your kid to the park - with events far more out of the ordinary. Following the prologue, the game sticks with Ethan Mars as we experience the pivotal event in his life: the death of his son Jason. It's a shattering blow, as it must be, and it forces Mars and his wife Grace to separate. We meet him again as he struggles to reconnect to his distant, remaining son amidst the fog of depression. As Infinity Ward demonstrated recently with its "No Russian" level in Modern Warfare 2, it's very difficult to introduce powerful, emotional themes and social commentary into a videogame, even when you're one of the world's foremost game developers with two of the biggest-selling releases of all time on your CV. So it's important to bear in mind the scale of Quantic Dream's ambition: Heavy Rain's initial theme of coming to terms with personal tragedy isn't just a convenient sob story backdrop to a game of combining items and solving puzzles; this, it seems, is the game. And to this end the developer is simultaneously bold and delicate, perhaps best illustrated by the gentleness of the other three playable characters' introductions. You adapt to private detective Scott Shelby's calm, polite investigative style as comfortably as you put on your favourite jacket. When his first interviewee gets into trouble and he is forced to defend her from an attacker, he never slips out of the character you've just seen defined. His physical appearance and manners bespeak quiet courage and personal responsibility, and his actions do little to disturb the measured start of the game, even though they are its first acts of violence. FBI profiler Norman Jayden, meanwhile, arrives in a car at a crime scene, calmly presents his credentials and then attempts to investigate without treading on the toes of cops who plainly consider him to be an unwelcome burden, summoned by forces beyond their control. He also appears to be masking withdrawal symptoms - but of course this is less of a problem in the pouring rain and dismal light beneath a highway overpass, so the game can save his flaws for later. We see the least of Madison Paige, the last playable character to be introduced - her "Sleepless Night" scene is the final one in our preview build - but her initial performance frames her restlessness and hints at creeping fear and isolation. Quantic Dream has spoken repeatedly of its desire to provoke an emotional response within the player, and there are a number of occasions within the opening few hours that worked on me. I've written before about the unhappy memories Ethan Mars' descent into depression raked over; the house he moves into after Jason's death is furnished with the same disinterest I remember from my dad's first place after my parents separated. It wasn't until later that the green shoots of pride began to emerge in redecoration and the resumption of hobbies, but Ethan's still buying microwave dinners for his son; the prologue suggested he was the breadwinner and thoughtful father, but evidently he wasn't the cook. But it's not just the bleak aftermath of tragedy and divorce that resonates. Anyone who has ever given up smoking would recognise Norman Jayden's frustration as his body insists it must have something he knows in his heart he must deny it, even if smoking's a slightly less extreme example. And surely everyone has cursed him or herself for getting out of bed to investigate a noise elsewhere in the house, as Madison Paige does, and then thought about what the event implies. Away from these occasional sharp reactions, there's the ongoing theme of having to ask difficult questions of people in the throes of grief, and it's practically impossible not to identify and emphathise with Scott Shelby as he attempts to push, but not too hard. Within the first few hours, Shelby comes across as the most idealised character, within a broad spectrum of otherwise-dysfunctional or down-on-their-luck individuals, all of whom are, however, portrayed very realistically.The key to this, of course, is the game's exceptional character detail. The load screens are extreme close-ups of the next playable character's face, as if to encourage you to seek out blemishes through a magnifying glass. From the bags under Shelby's eyes to the fine stubble on Ethan's chin and the cut on Jayden's cheek, you can't. There is also sufficient stylisation in the way each character is defined to evade the infamous Uncanny Valley, and the artists' subtle and astute observation - which owes a lot to the game's extensive performance capture - also pervades the animation. Watching Ethan Mars put on a shirt is like watching a bloke put on a shirt. We're there. It only ever looks wrong if you perform an unnatural act. That may sound as though the game's controls and movements are restrictive, but in actual fact the bond between player and character is seldom forced, with the interface versatile and intuitive. It's impossible to dismiss Heavy Rain as a sequence of "quick-time events" once you begin to play it; the extraordinary visuals, intriguing activities and mature way the game interprets and anticipates your actions transcend the traditional relationship between, say, Lara Croft and the pendulum blade the X button is designed to propel her away from during the heat of an in-engine cut-scene. Heavy Rain's novelties extend into its fiction too. We've been promised no yellow internet monsters this time, Fahrenheit fans, but writer David Cage is evidently still fascinated by the psychological impact of physical and emotional trauma, evinced by a trip to the doctors with Ethan Mars, who is experiencing potentially dangerous blackouts. Cage trusts and teases the player a little too - at one stage Shelby straightens up as though he's about to go into a similar catatonic state, but it quickly becomes apparent he's actually having a mild asthma attack. With the majority of the sequences I've played set in late 2011, there are a few futuristic touches too. Norman Jayden is equipped with a pair of computer-augmented spectacles called ARI, which along with a special glove attachment allow him to record what he sees, store audio notes, access information relevant to his surroundings via an overlay within his field of view, and manipulate virtual objects. In one rather cute moment, he kills time at the police station by bouncing a virtual ball against a virtual wall. At a crime scene, he traces scents, footprints and DNA samples with ARI. When he is dumped in a dusty, barren old office, he ignores the pinboard, sweeps the phone and files off the desk and uses ARI to create a virtual office on top of a mountain or at the bottom of the sea. He then flicks through virtual files, drags and drops the locations that bodies were dumped onto a pull-down map, and considers his case notes as he tries to draw up a profile of the Origami Killer. Elsewhere, there are more traditional and restrained methods of storytelling, including good use of static camera angles (of which a couple can usually be cycled), and the way key concepts and details are often introduced at the periphery. Nobody ever stands in front of you and spells out what is going on, and they needn't, either. Throughout, Quantic Dream's composition is as accomplished as almost anything I've played. Uncharted 2 arguably bests Heavy Rain for convincing interplay between characters, but Heavy Rain hits back by keeping you in control, despite comparable visual fidelity. The only technical question mark remains over sections of the dialogue and voice acting, which sometimes comes across as a little unnatural - perhaps as an otherwise-imperious Cage struggles to disguise the fact he's writing in his second language. But it's a minor blemish, only discernible in the context of the superlative construction evident elsewhere. With that said though, story isn't just a vital component of Heavy Rain, it is the absolute core, which makes it difficult to draw any serious conclusions even after playing a continuous portion of the game. Strands and themes are starting to coalesce over the horizon, and mysteries have dawned or shone through the ever-present clouds that descend beyond the shattering prologue. But the way everything works together across the course of the game will probably be what determines its quality. At the moment, it's fascinating and compelling, despite the heavy, sometimes-cloying atmosphere and sense of sadness, despair and alienation. Heavy Rain is racing through virgin territory before you have even finished learning how to steer it, and whether or not it proves to be a great success, it already stands apart. Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 14, 2009 Author Subscriber² Share Posted December 14, 2009 Heavy Rain Impressions: An Ambitious Sorrow In its opening chapters, Heavy Rain is a quiet downer, a rare ? for a video game ? persistently sad experience. That makes the unusual PlayStation 3 exclusive one of the most interesting titles of early 2010. Over the weekend I played the first several chapters of Heavy Rain using a preview disc supplied by Sony Computer Entertainment of America. It was my first at-home trial of one of the major early 2010 games, a hands-on test of whether ambitious French game development studio Quantic Dream can meet its high goals of high-definition interactive fiction, last seen by players in the studio's 2005 PS2 game Indigo Prophecy (Farenheit in its native Europe). Or let's call the Heavy Rain genre not interactive fiction but something else, a different name signalledby one of the early rewards unlocked for starting the game is a Trophy that states: "Thank you for supporting interactive drama." Interactive drama. It's not quite a classic video game, at least not in what it asks the player to do, how it shows the action of its scenes and how it marks progress. Having experienced Hevy Rain's first several chapters I've not repeated many actions the way you might repeat Kratos' combat moves 25 times in the game's first 30 seconds. In those Heavy Rain chapters I seldom saw my controllable character from behind, as you would any number of heroes of Final Fantasy or Dead Rising. And I never scored points, lost lives, collected items or so many other things that we do when we play games. I searched for clues about a serial murderer, the Origami Killer. I also washed dishes, turned on light switches, smooth-talked a convenience store stick-up man and took a shower. Concerning that last one, I took a shower both as one of the game's male characters and later as one of the game's female characters, and didn't just get to control the shower ? I got to control the drying off. Heavy Rain is bound to perplex some gamers. Its description will agitate a certain kind of macho gamer who is already angry about the alleged watering down of gaming by so-called casual and party game experiences. But Heavy Rain may even test the tolerance of those who want to believe in development studio Quantic Dream's zeal to develop genuinely mature games. This, Heavy Rain, is a slow trickle of interactivity within a deluge of dark tones. This game is sad and slowly paced. It is melancholy and as sunless as the weather pattern from which it gets its name. Those who will enjoy it will be those who can stave off impatience. The game begins, in an exception, in sunshine. The player controls Ethan Mars, taking the happily married father of two boys through some basic morning routines. That's the tutorial, teaching the player that a hold of a PlayStation 3 controller's shoulder button will walk Ethan forward, twists of the left control stick will turn him, but that most meaningful action will be generated by presses and pushes of the right stick and face buttons. Getting up from bed is a push of the right stick up. Opening a door might be a slide to the side. Shaving, washing your face and brushing your teeth is a combination of button taps and motion-triggered controller shakes. Any available action is signaled by the presence of a floating controller prompt, making the gameplay largely one of walking, searching for the next prompt that signals an available action. A hold of another shoulder button often generates a swirl of words around Ethan, representing his thoughts or topics of conversation, once he is around other people. This helps the player as a hint system. This first Ethan chapter is your tutorial, the first gaming tutorial I've ever played consisting entirely of actions possible in the real world. In other words, Heavy Rain begins in an un-fantastic way, taking the aforementioned risk of lulling its players to disinterest. But the developers maintain that their quiet moments and quotidian options are character-building moments, mood-setters that make later actions more impactful. Sure enough, when one of Ethan's sons goes missing in a mall in the next chapter, it feels like it matters. And it's hard to say if it would have felt so relevant had the game not enabled the player to have Ethan horse around with his sons in the backyard one scene earlier. About that backyard scene. There's a triumph there in the presentation of a challenging option. Once his wife and kids had returned from the store, I had made Ethan go outside to the backyard with the boys. The two sons vied for their father's attention and the game asked the player to choose: Who do you play with first? Who do you gleefully swing around like a propellor first, among these two cheerful boys jumping up and begging you to pick them? It's the simplest and seemingly least-perilous question posed in this or any other PlayStation 3 game. There's no stakes of life or death. But the feeling does seep in that something else is at stake: How the boys feel and how the one who won't be chosen first will lreact. Games seldom evoke such subtle and empathetic reactions. Heavy Rain doing it there, strikes the right note. The game unfolds in chapters. Soon, Ethan's life is ruined, with death having struck the family and Ethan resigned to live by himself, struggling to maintain being a decent father while suffering mysterious blackouts. At this point the game's skies get dark. Each chapter is established with some text that doesn't just name the day but notes the amount of rainfall. Sunshine is gone as the player becomes vexed with simpler things, like figuring out whether to force a child to do his homework or what to make for a dinner ? and the domestic despair of not being able to find any as it gets later and later. The player gets control of new characters in new chapters, taking command of an overweight, middle-aged private detective who visits a prostitute to speak to her about her son, a victim of the Origami Killer. The player controls Madison Page, in a nighttime scene played intermittently with Page in her underwear or, when she's showering, nude. The sequence might seem pandering and overly sexualized until those themes are twisted and made all the more disturbing when men seem to break into her apartment to attack her. She, with the player in control, can fight them off, as Heavy Rain prompts the player to input series of button presses and control stick swings to choreograph the fight (Bad timing in this game might result in a missed punch or, in a less threatening moment, a dropping of the grocery bag you were supposed to be taking from your wife). A fourth character, Norman Jaden, is an FBI profiler who seeks clues to the identity of the Origami Killer with the help of some advanced glasses and glove that allow the player to produce a clue-highlighting circle of light. Jaden's sequences, using that clue-finding mechanic, are the most classically game-like in Heavy Rain. Quantic Dream has promised a malleable story and one with consequences. Those claims were hard to test in the incomplete build I have of the game. I recognized options for how Ethan could interact with one of his sons, but I didn't see consequences yet about how that would affect their interactions later in the game. I had the private detective, Scott Shelby, play out the convenience store stick-up scene in two very different ways (honestly, I was trying to get him killed the second time), yet each scenario ended the chapter in the exact same way. It feels like there are choices, but it's hard to recognize if and how they matter. That they will is supposed to be one of the draws. After all, the game's executive producer, Quantic Dream CEO Guilaume de Fondaumiere told me recently in New York that any one of the four characters I played can die ? and die early. The game has approximately 20 endings. So there is variation, just, for better or worse, nothing that is obvious about it in the early going. Another more worrisome detail is the quality of the voice-acting, which sounds as if accents are being suppressed and characters are talking in isolation, conversation being stitched together rather than occurring in person. There is time for that to be improved. It's hard to convey just how much of a sad experience Heavy Rain is without giving away some of the plot. It might suffice to say that it seems that almost every major character in this preview build has experienced a death of someone close to them. That sadness weighs on their moods, is worn on their faces and matches the relatively slow movement and quiet activities of this game ? or interactive drama. What was building by the time my preview build reached its end was a decent mystery about who this killer was but also a deeper interest, in me, as to how these four main characters would wind up. I want to know what happens next, what I can make them do and where their emotional journeys will land them. These are not the impulses I typically have about game characters. There is no ultimate weapon to seek, not level to conquer, no stat to raise. I didn't mind the quiet actions, though the brushing of teeth, washing of hands, turning on and off of light switches was a little more than I expected. I finished the preview the least interested in playing Ethan the father, in terms of the game mechanics available to this sad and broken man. The other characters were more dynamic and physically fun to play. But I find myself drawn to the emotion of Ethan's story the most and I do desire to know what happens next. I'm interested in feelings and drama. So far, that change of pace is a welcome one. Heavy Rain ships for the PlayStation 3 in the first quarter of 2010. Source: http://kotaku.com/5425776/heavy-rain-impre...mbitious-sorrow Kotaku preview, spoilered the part that tells you how many endings there are, some people may not want to know that for playthrough. aVideo interview: Heavy Rain producer confirms DLC, talks game marketing keting Last month we spoke with Heavy Rain[/i]vy Rain executive producer Guillaume de Fondaumiere about Quantic Dream's upcoming PS3 adventure game. As a game far from the everyday, de Fondaumiere Heavy Rainavy Rain has been a challenge to market. "It's a difficult game to market, because it's difficult for people to understand what it is unless they experience it," he admitted in our video interview above. "So we have to show it to them. We probably have to give them a playable demo for them to see and experience for themselves how different and unique this experience is." We argued that a playable demo would simply reveal how unconventional the controls could be, to which de Fondaumiere responded: "You simply cannot use conventional game mechanisms when you want to create a unique experience. But I think that -- and user tests we've conducted show that -- you get used to it very quickly. It's quite intuitive. I'm not too concerned about this. At all, actually." Finally, when asked if he had any final words to tell the Joystiq audience, de Fondaumiere advised fans not to sell the game back to GameStop after completing the story. "Buy the game, don't sell it. Keep it to yourself. You'll need it to continue and experience more episodes in the months following the launch of the game." So, DLC confirmed, right? Video: http://www.joystiq.com/2009/12/14/heavy-ra...alks-marketing/ Link to comment Share on other sites More sharing options...
Genius Posted December 14, 2009 Share Posted December 14, 2009 looks insane :) Link to comment Share on other sites More sharing options...
soniqstylz Posted December 14, 2009 Share Posted December 14, 2009 Trophy list or gtfo Link to comment Share on other sites More sharing options...
DirtyLarry Veteran Posted December 14, 2009 Veteran Share Posted December 14, 2009 Gotta say that is a sweet looking beard. Now once we get to dynamic growing beards based on actual game time played, we are almost there. (Y) :laugh: Link to comment Share on other sites More sharing options...
Rappy Veteran Posted December 14, 2009 Veteran Share Posted December 14, 2009 Trophy list or gtfo haha it's all about the trophys! this game looks insane though! Link to comment Share on other sites More sharing options...
soniqstylz Posted December 14, 2009 Share Posted December 14, 2009 Gotta say that is a sweet looking beard. Now once we get to dynamic growing beards based on actual game time played, we are almost there. (Y) :laugh: Not quite the same thing, but Batman had a 5-o'clock shadow by the end of the game. haha it's all about the trophys! Gotta keep up with Corris somehow. Link to comment Share on other sites More sharing options...
LightIdea Posted December 14, 2009 Share Posted December 14, 2009 :shiftyninja: Link to comment Share on other sites More sharing options...
rajputwarrior Posted December 15, 2009 Share Posted December 15, 2009 Gotta say that is a sweet looking beard. Now once we get to dynamic growing beards based on actual game time played, we are almost there. (Y) :laugh: gotta have love for bearded, the graphics look incredible. Thanks for the updates audio, the previews of the game make me really want to play it. Not quite the same thing, but Batman had a 5-o'clock shadow by the end of the game.Gotta keep up with Corris somehow. that was one of th ebest parts of batman is how batman looked different at the end of the game then from the start, like every detail about him was different. Link to comment Share on other sites More sharing options...
Raa Posted December 15, 2009 Share Posted December 15, 2009 Man, I want!! I loved Farenheit, that was awesome, this just looks incredible. ... it's coming to PC, right? Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted December 15, 2009 Author Subscriber² Share Posted December 15, 2009 Man, I want!!I loved Farenheit, that was awesome, this just looks incredible. ... it's coming to PC, right? Unfortunately not, Sony owned and published IP. Link to comment Share on other sites More sharing options...
Sethos Posted December 15, 2009 Share Posted December 15, 2009 And Sony does not like PC gamers :p Link to comment Share on other sites More sharing options...
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