![]() Reading reviews from Cage at the time evokes strong feelings of revolutionary change. Here on the 10th anniversary of Heavy Rain, I want to consider those choices. It’s the ambiguity of not knowing if things matter. It’s not about getting an answer right or wrong. From Heavy Rain’s perspective in 2010, this is the heart of what meaningful choices mean in games. The chances of knowing the color of the jacket with any certainty are slim, but this is a chance for characterization to take front and center. It’s just a place for the player to realize what a terrible father Ethan Mars is, and even more, to realize what a terrible performance they have given as that father. It’s not a critical fulcrum point of the game. It’s not a piece of information that matters. “It's just,” he told journalist Christian Nutt, “if you can't even remember the clothes of your son, it really means something about you as a father.” ![]() Director David Cage said in a post-release interview that this was about adding a kind of guilty texture to the world. When I played the game for the first time about a decade ago, I had no idea.
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