November 12, 2011Comments are off for this post.

Time Machine

The mythology of Chronos in the World of Games
Also published in EGM Brasil #72

Time is an essential factor in our lives. Many try to escape the hours, ignoring the fact that by every moment we are getting older. The common concept of time is indicated by intervals or duration. According to the theory of relativity, time has been considered as a fourth dimension of the space-time continuum of the Universe.

It's not hard to find the concept of time control introduced in games. There are many game characters that keep trying to achieve their goals, by manipulating the time. But after all, in mythological terms, where did all this came from?

Titan or God?

Chronos and Cronos are not the same “person”. In Greek mythology, Chronos was the personification of time. Often confused with the Titan Cronos, especially during the Alexandrian and Renaissance Period. According to the Orphic theogony, Chronos appeared in the beginning of time formed by himself. It was a being who had three heads: a man, a bull and a lion. He was represented as a man who ate his own son, in which we could understand the idea that it is impossible to escape time. We would all sooner or later be "consumed" by it.

Another explanation for this representation was the confusion with the Titan Cronos, who also ate their children for other reasons. In the case of Cronos, the youngest of six major Titans, son of Uranus, reigned among the Gods during the period known as the Golden Age. A prophecy said that he would be beaten by one of his sons. Thus, fearing that the prophecy came to fruition, he began to devour his own children when they were born.

Original Publication in EGM Brasil Magazine

Time Control
Having total control - or not - of time, here it is a list of characters who faced this challenge during their adventures:

1) Prince of Persia
In the trilogy of the game, using the power offered by the Dagger of Time, the player has the ability to control time allowing the Prince to kick a few seconds, undoing some inaccurate movement; freeze time, by leaving the enemies and the action in slow motion; see part of his future, and also make their movements faster than their enemies.

2) Chrono Trigger
One of the most popular RPG games, Chrono Trigger fits a lot of the aspect of time travel. Crono and his friends must visit six different eras in order to repair everything that was messed up at other times, and so bring order back to the continuity of life of each one. They travel through the ages using Epoch – a time machine – or the portals that arise during the game. At this time the characters have to perform various events and challenges.

3) TimeShift
In TimeShift the player must travel through an alternate timeline, using their powers of chronological manipulation to save all. The game aims to reach a new category in shooter games: a game in four dimensions, the fourth being the tracking of time. As in Prince of Persia, players have the ability to put the time in slow motion, freeze enemies, or jump back in time to be able to conclude that something has gone wrong.

4) Onimusha 3
Maybe this game does not fit completely in control of the time category. However, it is hard not to put it in this list, because like it or not, Samanosuke travels 500 years forward swapping places with the French military Jacques – polygonal version of the actor Jean Reno – who ends up in the past. And it is this incredible journey through time and space that forms the plot of the game. Some of the puzzles are based on this difference in time, with certain events of the past influencing the future.

5) The Legend of Zelda: Ocarina of Time
Link couldn't get out of this. Unlike the other protagonists, the hero does not use time machine or any dagger to control it. Already possessing the three main artifacts and performing the “Song of Time” with the Ocarina that Link receive from Zelda, the door to the Sacred Realm is open. There the hero finds the Master Sword, a sword able to banish all evil from Hyrule. The moment Link tries to wield the sword, his spirit is imprisoned for seven years. Thus, holding or placing the sword again into the Holy Kingdom, he goes or returns seven years. By traveling through time, Link learns more about the Hyrule of future and past.

6) Mario & Luigi: Partners in Time
With the help of Professor Elvis Gadd, Mario and Luigi use a gadget that makes the two journey into the past. There they are faced with the baby version of themselves and have new adventures together. Thanks to black holes that the player finds from time to time in the game, Partners in Time is set in the past and present of Mushroom Kingdom and the passage between these two periods are frequent.

7) The Legend of Zelda: Majora's Mask
This time Link has only 72 hours to save the world. The gameplay unfolds over these three days when the moon is approaching the city of Termina. Link must use the Ocarina to keep track of time and being able to “revive” the last three days again, while gaining enough skills to defeat the villain Skull Kid and the powerful Majora’s Mask.

[button type="icon" icon="paper"]Written by Matheus Pitillo.[/button]

November 7, 2011Comments are off for this post.

Review: Folklore

Folklore
Also published in Fórum UOL Jogos

Release Date: October 09, 2007
Developer: SCEJ
Publisher: SCEJ
Genre: RPG
Plataform: PlayStation 3

Folklore story is set in modern times, in the remote village of Doolin. A seaside village which lies on the West Coast of Ireland. Over time, Doolin became a village isolated from the rest of the World. Their routes to the village began to be ruined and even the fishermen who go close to there avoid the village. But there isn´t the difficulty of access to the local that causes everyone to be far away. Rumors indicate and, according to the Folklore of the village, like it or not, there you can end at any time communicating with death.

Welcome to Doolin
In Folklore you spend much of your time unraveling the mysteries that have happened and still happen in Doolin, and then gain access to any of the portals to the Netherworld. Usually you explore the village by day, going out for clues and "Mementos" of people who have died, and then at night when you have collected all the necessary data, you can offer these found objects, so they can open up access to the Kingdoms of the other World.

In short, the game starts to change his focus a bit while you're in the village of Doolin. It would be a mix of Adventure with RPG. What I think made the game even more interesting, because many of the discoveries you will have about what happened 17 years ago in Doolin, are made through conversations with some of the residents who still live in the village, and through objects you find, notes, pictures etc. Despite residents avoid talking much about everything that happened, there are moments in the game that they end up being "forced" to reveal some things, and so parts of this whole "puzzle" in that village are beginning to be understood. The script becomes increasingly complex and intriguing.

In the beginning of the game, two strangers are mysterious called by someone, who told them to meet her in the Village of Doolin, where they say that the living can meet the dead. One of them is Ellen. A young girl student, who goes to Doolin believing that her mother, allegedly killed 17 years ago, could be there waiting for her. The other is Keats, a reporter of one occult magazine who gets a call on his agency, with a distress call about a possible murder involving fairies. So he decided to go to Doolin to investigate this crime and write a new story for your supernatural magazine.

They soon realize that the answers to what they seek are lost within each Kingdom of the Underworld, where spirits and creatures are waiting for them. Beings who act in their own ways.

Starting a New Chapter
Once the game starts you have the option of selecting between one of two characters. Each one has different perspectives on everything, which will directly influence in the game story. In addition to different goals, each following its principles and objectives.

The game is divided into chapters. In each chapter finished, you have the option to play with the another character, so go for switching between them and joining the story by two viewpoints: Ellen and Keats. However, you can also play with only one of them until a certain part of the game that keeps you from moving forward if you don´t complete all other outstanding chapters with the another character.

The game script unfolds slowly and becomes more interesting when you go seeing all sides of the events. For example, while Ellen may be going after something in the village of Doolin, Keats may be in the same time elsewhere in the village, and end up seeing something that you would never know if just playing with Ellen. Se what would be vague to you in the history, could be better explained when you were playing later the same chapter with Keats - or vice versa - that fit like a glove in the "hole" that is left in the game's storyline.

While it is interesting that you observe all different angles, on the other hand this double play by history can become a bit tiring at times, because the characters end up needing to go through the same Kingdoms, after discovering the memories of some people who have gone forever. But as each one has a different idea about death, what they end up seeing these Kingdoms also become a little different. But that I'll explain a little bit later here on this review.

Messengers of the Dead
In the game you embody the role of Messenger of the Netherworld. The Messengers are those people who has the lead role of take certain messages that the spirits of another World want to come to certain people in the Real World.

Ellen ends early in the game becoming the new Messenger of the Dead, and thus having the "permission" to travel between the Kingdoms of the other World. But while there is a new Messenger, also arises a new Guardian. And it turns out that Keats gains this role of Guardian, may also have access to another World.

For that they can open a portal to another dimension where the Kingdoms are, they need to get objects - known as Mementos - or memories of people who have gone, and then immediately offer in something like a ritual. So they listen to the voices of spirits that tell them somewhere to go. Arriving at this point, the portal to that Realm where the spirit is stunned, be open to the Messenger of the Dead and his Guardian.

Main Characters

Ellen is a 22 years old student who lost her parents when she was a child. Growing up she went through various institutions, orphanages etc. She has no memories of her childhood and can only vaguely remember a few things that her mother told her as a child. Since then she has always carried an emptiness and fear in your heart, and because of that she never trust the people enough. But one day Ellen received a letter that was signed with the name of her mother. Rising a little hope in her heart, Ellen decided to go to Doolin with the intent to understand all this.

Keats, a boy of 27 years of age, is a reporter for the third most popular magazine of supernatural phenomena. The Magazine Unknown Realms. Unlike others he doesn´t believe in supernatural, so in their stories he always tries to reveal the scientific side of the claims considered paranormal. At the end of one of his business day of work, Keats receives a phone call at his agency, in which a desperate woman asks for help, saying that fairies are trying to kill her in Doolin. Wanting a new material for his magazine and curious about what is happening, he decided to go to the Village of Doolin where there are reports that people can meet the dead.

Secondary Characters

Dr. Lester: Doctor of the Village of Doolin. He's isolated from all others when he feels guilty for the death of some people 17 years ago. Some think he may have committed child abuse, while others defend him by saying he is a man with a Gold Heart.

Suzette: Daughter of Regine and Renaldo, is the only one of the family that is still alive. Suzette is the first person who finds Keats and Ellen in the Village. She doesn´t seem to rely too much on others. She also avoids talking about her past, that somehow is mysterious even to her.

Harriet: She worked as an actress when she was young, until she suffered an accident that required to use a wheelchair now. When she was unable to walk, she began studies of hidden things. She researched on beliefs and although not fully believe in them, she still thinks that all these aren´t just stories.

O'Connel: He's in the village recently looking for a girl which disappear a week ago. As she was studying things about Folklore, he believes she may have gone to the Village of Doolin.

Belgae: An invisible Man, Halflive - which can travel between Real World and Netherworld - It is he who teaches Keats to get access to the Netherworld for the first time, acting like Keats's mentor for his journey. He have much knowledge about institutions and their way of speaking is very intellectual.

Fairy Lord: The King of the Faery Realm, who is trying to convince Ellen to stand on his side, making her a messenger in order to make way among all the other Kingdoms until the Netherworld Core, and thus "correct" what he thinks is wrong in the Netherworld.

Livane: Livane is hated by the King of the Fairies, for he says that she started a rebellion in the Netherworld, when she went to Netherworld Core and disabled a vital function of the Realm. Thus, provoking a war between her and the Faery Realm.

Scarecrow: A scarecrow Halflive - half alive, half dead - it is him who tells Ellen for the first time about the Netherworld, a place where you can meet the dead. He has a funny way of talking, and have a strange feeling that there are some things about the Worlds which prevents him from fully trust at all.

The World of the Dead
The Village of Doolin hides portals that provide access to various Realms of the World of the Dead, also known as The Netherworld. Realms created by the perception of humans of how life would be like after death.

They are spirits who live in these Kingdoms, creatures, fairies and monsters who are called "Folks". Folks have all these forms of attack and to defend itself, that shouldn´t be underestimated. Each Folk has powerful souls who are known as their ID's, and that can be captured and collected by travelers from the Netherworld, they being the Messengers and Guardians. So, right then can use the ID's captured by their own need.

The combat portion of the game is set in the Netherworld, while the operation was left to the Village of Doolin.

In Netherworld there are 7 distinct realms, with different characteristics and different Folks inhabiting them. In total you can find over 100 different Folks, needing to make the perfect combat strategy to defend itself, defeat and capture them.

For years and years of our lives, the man has accumulated a number of concepts about how life would be like after death. At the time that these concepts are so strong and constant, they end up materializing in the form of a new Realm in the Netherworld. Sometimes being a place as beautiful as Faery Realm, or so aggresive in a state of war, as Warcadia.

Folks
The Folks are inhabitants of the Netherworld. They are spirits of the dead who take a new shape in this new world of life after death. The way they died in the Real World interferes directly in these creatures they became. If a person commits suicide or was brutally murdered, she ends up materializing in a disturbing way in Netheworld, in which case, would be the Folks.

Interpreting the Death
Each person interprets life after death in a different way. Ellen and Keats didn´t difer from others in this respect. During the game you realize that the knowledge that each has upon as would be the Netherworld, directly affect the way they see the World and what they will find there.

 What Keats find in every Realm where he passes, not to say that Ellen will find exactly the same. The Folks that are present there are different for each character, based on how they interpret the world. That is, in the same Realm, Ellen capture the ID's of some Folks, that Keats can't capture in the same Realm, and vice versa. Thus further increasing the vast "library" of Folks who have in the game, and also be very tiring preventing the passage of the character by the same temple that you just go with the previous character. Because you just need to use different strategies, which provides that new Folk to destroy others who are ahead, and finally, the Folklore that makes the "disorder" in that Realm.

As Ellen uses more tactics and strategies with the ID's captured, Keats often use more brute force attack, thus varying forms of combat.

The 7 Realms of Netherworld
There are seven different Realms in Netherworld, which are just like humans think that is life after death. Below I'll show you what they are and talk a little about some of the creatures who is living there.

Faery Realm
Built in a fantastic scenery and mystical, Faery Realm is the direct manifestation of the traditional view of men on the Paradise after death. Thus expressing the fear that people have of death, making the Realm a comfort. Cait Sidhe is one of the folks inhabitants of Faery Realm. He appears in the human world in the form of a Black Cat. He can speak the language of humans, but does so only on rare occasions. In Netherworld, the way he defends himself is using a kind of loose powder it, to confound his enemies.

Warcadia
The Realm of Warcadia is exactly our current world, experienced by the Dead. It is the idea of the afterlife and then in front, with the same aspects of the ignorant human being. A universe where the war is still prevalent. The two fields of Warcadia are trapped in an eternal fight, but not even folks remember why. Brummbear is one of the folks living in Warcadia. He is a officer man who loves commanding the moment of attack. He is usually watching the battle from afar, but even so it is no longer one of the strongest, if you need to get into the fight as well.

Undersea City
The city under the sea was once inhabited by various Gods created by the human race itself. Today, many of them began to lose his life, caused by the fact of lack of human belief in them. In Undersea City there is a swamp where some of the dead enter it, their memories will be forgotten forever, both for those who are still alive, as if to himself. Malabaricus is an inhabitant folk of the Undersea City. When he feels threatened, he released several smaller fish that are stored inside your mouth, and uses them as an attack to defend themselves.

Endless Corridor
The Endless Corridor is the kind of place where people who have lost faith about life after death, will stop. It is a world of puzzles. A labyrinth without input or output. He represents the modern day people who don't understand death. Endless Corridor is also said by the fairies, which is the Kingdom of Livan. Habetrot is an inhabitant folk of Endless Corridor. The key to this whole puzzle is upon him. He controls the rhythm in time he wants. To defend himself, he unleashes a wave that hypnotizes enemies.

Hellrealm
Death being where your sins are judged in the Hellrealm there is a court and a judge. Fachan is an inhabitant folk of the Hellrealm. He hates humans and don't want to let them remain there. Fachan acts with more force, but is not very smart.

Doolin
As I am avoiding any kind of spoiller, I'd rather not mention details about this part. Agapanthus is a very curious folk who seeks wisdom. When intruders appear, he tries to meet them, but then destroy them, following a process that he does.

Netherworld Core
The Realm of Netherworld Core was born at exactly the time that humans first understand death. The King of the Fairies aims to reach this Kingdom to fix something he says Livane chipped. A vital function. Coropuna is an inhabitant folk of the Realm Netherworld Core. He has incredible strength in his legs, but it generates a lot of effort into his head, that's why he has that rock on his head, which serves to dissipate the effort.

Rules of Combat
In Folklore your main goal in battle is not to kill your enemies. Indeed, what more should be done is to capture their souls. However, in some cases, to evolve the "level" of his folks caught, you need to kill some of them, without capturing their ID's.

Each type of Folk is identified with a different ID, which would be their souls. Capturing their ID's, you gain the ability to use them in the coming battles in the best way possible.

Overall, combat is divided into several steps, which they are: the battle, the absorption of ID, the selection of the access button that Folk will be available in your control, and the invocation of the Folk in the battle.

Fighting techniques
During battles, you will have the option to fight or just flee the enemy folks. If you decide to fight - which would be more consistent, since this just benefits - you will attack using the Folks you've already captured. Early in the game, in the first Realm has a cutscene that shows the characters getting their first two ID's of Folks. One that serves to attack, and one for defense.

  • Attack: You invoke your folks caught in order to combat the other. There are several types of attacks. From what you have to be close to the enemy, even those you can attack from afar and even hit several enemies at once. The Folks have different elements. You using the right combination, the effect upon the enemy Folk generated can be much larger. As well, you might happen to use some folk who don't have any effect upon your enemy. You acknowledge that everything is going well if your enemy when you attack him, his soul flashing in blue, with every blow received. In the pages of the book that you get in every Realm of the game, you can see tips on how to combat the enemy folks. And especially, and most importantly, the main Folklore what's in each of the Realms of the game.
  • Defense: When an enemy attacks you, you can use the skills of some of the defense Folks you have already captured, such as folk first defense of the game, which when invoked, appears in front of you and defend you from attacks of other enemies folks. But you can also do something else to try to defend themselves. Pressing the R2 button control, you make a kind of "dash" in the case it would be a quick leap that gives character to the sides. So you can try to divert the attacks of enemies, becoming a very useful technique, especially when you're surrounded by several of them.
  • Fleeing from enemies: You don't need to fight all Folks you meet along the way. If you want you also have the option to flee the area, to escape enemies. But keep in mind that if you avoid the fighting, you don't end up absorbing the soul of any of these folks enemies, preventing the evolution of ID's already captured. Because, on the run from various folks, you may end up failing to capture some of that may be essential in some moments of the game. Not only just in combat but also to open paths by Realms. Since there are "Memory Stones" which sometimes contains important point or block the path of the game. These "Memory Stones" are only destroyed in accordance with the color of the element that your captured folk has.

ID Absorption
If you hit enemies with the folks valid attacks, their soul will begin to jump out of their bodies in blue color. Insisting in the attacks, will have a moment that their soul will be red and that is when we take the ID of them by pressing the R1 button on the SIXAXIS.

During the game, you notice some variations of how to absorb the ID of the enemies. And these variations occur according to movements made directly by the SIXAXIS. As it happens the moment of absorption of the soul, you can press the R3 button control and view tips on how to do that such absorption.

While the absorption takes place, appears a menu bar at the bottom of the screen, showing how you've managed to complete the capture of Folk. If you finish all grafts that bar, the soul is captured successfully. There are 6 ways to absorb, that they are: Shot Timing, Beat, Balance, and Mix Stop & Go.

  • Shot: Absorbs enemy's ID just pulling up the control in the moment his soul is already red.
  • Timing: Absorb the ID of the enemy, pulling the control up, every time, at the right moment in which the soul turns red, to fill the bar absorption.
  • Beat: Absorbs the ID of the enemy, swinging control to the left and right, beating the folk on the ground, until he was weak.
  • Balance: Absorbs the ID of the enemy, directing his soul to the center of the screen. While the ID goes to the right, move it to the left slightly, to make it positioned in the center, and do the same if it went the other way.
  • Stop & Go: Absorbs enemy's ID, shaking the controller rapidly up and down. When the ID becomes cloudy, do not move your control, only returning to shake it when she comes back color.
  • Mix: Absorbs the ID of the enemy, with a combination of all previous actions, and ultimately, with the shot.

Folklores
In each Realm of Netherworld there is a different Folklore. The stronger spirit of the Realm. Winning each of them, you bring back some order to that Realm and you can discover memories of people who have gone before. Even capturing the soul of a Folklore, you can't use your ID later. He does not appear in your list of Folk.

In general, Folklore still managed to bring soon to the library of PlayStation, a RPG with traces of adventure and exploration, in a way that no player had expected. This is one of those classics that you love or hate. And, of course, for me it is on the shelf of the games I love.

* For this review, besides my own interpretation of the game, I used to research coming from sites like Gamespot, IGN, Folklore U.S. and the game manual.

My Personal Score: 4/5

[button type="icon" icon="paper"]Written by Matheus Pitillo.[/button]

October 25, 2011Comments are off for this post.

From Comics to Games

Game Development:
After all, who is Roko-Loko?

Also published in EGM Brasil #76

Roko-Loko, a rocker character who left comics and ended up in the Brazilian gaming world is the creation of cartoonist Marcio Baraldi, who showed his talent in the first pages of the Rock Brigade Magazine, soon becoming a great success.

For those who don't know, Roko-Loko and Adrina-Lina are the creations of characters completely original directed to the Rock Universe. "I relied on Brazilian rockers, who are more spontaneous and "lokos" (crazy) on the planet. Until then the rocker public didn´t had a character to represent them", says Baraldi, completing "cartoonist had no real rocker character created before, who really had to do with the World of Rock." The success and recognition was so great that the character Roko-Loko just "won" three books, a doll and T-shirts, until he was into the first game of a Brazilian character for teens, titled: "Roko-Loko no Castelo do Ratozinger".

Original Publication in EGM Brasil Magazine

The birth of the Game
The suggestion of moving the comics to the World of Games came from a conversation with Sidney Guerra - friend, programmer and designer of Baraldi's site. With the idea accepted, Baraldi stumbled the game creation. "Sidney has always loved the Roko HQs, beyond the fact of be rocker and addicted to games. He drew that Roko will look good on a platform game, very colorful, dynamic, in the 80 years style. I ran into the project. I wrote the game story and did all the drawings. So Sidney and Richard Aguiar, a computer programmer, produced the game", emphasizes Baraldi. "We did the whole product with only three people! Since Roko-Loko was a rocker character, we called the band Exxotica, who made an amazing soundtrack. Everything was really perfect!"

With all the success of the game, was released a REMIXED version that extended the game with two new bonus levels, and brought a special development for this DVD edition, containing documentaries and Game Making-ofs. Because this version for PC ended up winning a Gold Disc and Triple Platinum by 400 thousand copies, Roko-Loko opened doors and expanded also for Mobile Games.

"It´s great when things go well! I invested a lot in Roko-Loko, because I get it that the kids adore him and he is a character that has potential for many different media and products. It is as if he were my Mônica or my Menino Maluquinho."

[button type="icon" icon="paper"]Written by Matheus Pitillo.[/button]

October 13, 2011Comments are off for this post.

Review: Heavy Rain

Heavy Rain – The Origami Killer
Also published in Planeta Gamer

Release Date: February 23, 2010
Developer: Quantic Dreams
Publisher: SCEA
Genre: Adventure / QTE
Plataform: PlayStation 3

Perhaps the strongest feeling that humans have until today is LOVE. But regardless of its definition, we find ourselves questioning what actually emerges, is created and born of something as powerful as this. What is the love? Or even more, what would you do for love? Heavy Rain question exactly that: "How far you will go to save someone you love?". And the answer is: "Everything I did, I did for Love".

Heavy Rain, the second exclusive game to PlayStation 3 in 2010, developed by Quantic Dream Studio, treats exactly of a new concept in games, which happens through the player choices. If there is a way to summarize everything is saying that every choice you make in-game will result in consequences that you should check in the rest of the game story, in which are made guided by the load of emotion that you suck from each character.

In Heavy Rain you see yourself in control of four different stories. Four characters, different lives and feelings that somehow end up together in a central plot: The Origami Killer. Imagine knowing the life of each of the four characters in the game. Knowing their ideals, their ways of operating, their ways of interpreting things and, above all, the love that these have for their life and the life of another loved one. Now take this daily routine and remove what may be the most important thing in your life within it. Drag, and sink with him to an unknown place. What is left? In some cases, for some people, nothing else. A "nothing" enough to face everything and recover back what you love most.

We control four characters in the game, each one with its strengths and weaknesses. David Cage managed to shine a great deal of emotion for each character, which ultimately makes them unique. The old concept of perfect hero and anti-hero, which is present in many games, ends up falling to the ground in Heavy Rain. And this ability to make video game characters as human as us - the players themselves - makes the story seem even more real and sensible.

Ethan Mars, perhaps the star of this whole story, is a father, architect, married and has two children. His life could be seen as a trouble-free life, until an incident happens and Ethan witness the death of one of their children. Things begin to change dramatically, the feeling of guilt prevails over the man, which makes life seems increasingly meaningless. And when it seems to can't get worse, the second son of him is kidnapped by Origami Killer and that is where the game story really starts to take off.

Madison Paige is a photojournalist who recently also attracted to the cases of the Origami Killer to get more information for your story. But beyond that, is romantically involved by the father of kidnapped last victim, Ethan Mars. Madison suffers from insomnia, which causes it to her spend your nights in motels to try to get in control.

Norman Jayden is an FBI agent who ends up being scheduled to investigate the case of the Origami Killer. Early on we can see that his "problem" is the main dependence on a drug - known as Triptocaine - which will eventually be a physical and psychological conflict throughout the game story.

Scott Shelby is a private detective who investigates crimes commited by Origami Killer. Like all the other characters, Shelby also has a physical problem, which in his case is asthma. Even dressing as a tough detective, we also can observe a sense of his attention and affection with their customers - the parents of the murdered victims - in what passes for much of the game a high degree of safety for the character.

Overall, Heavy Rain tells the story of a series of murders that are happening in the same region of a particular city. All crimes are against children, and have the same characteristics, proving to be a killer set that follows a logical and calculated, following the pattern in every act of killing the child by drowning and leaving an origami in the victim's hand and orchids in their chests.

The four characters stories come together at the time that the son of Ethan Mars disappears, indicating that was one more work of the Origami Killer. Ethan initially seeks help from police, which involves the FBI agent Norman Jayden in this investigation as well. While Scott Shelby, private detective, search for other clues to the ancient families of the victims. Finally, Madison Paige, a journalist, just trying to find data for your article and also emotionally involved with the cause of Ethan.

Following a cinematographic line, the game is told with intense dialogues, actions and consequences. Thus, in the vast majority, Heavy Rain ends up being know almost like an interactive movie. Or in other words, a huge cutscene that players interacts through QTE - Quick Time Events - while deciding the fate of each character.

From begining, the game follows a slowly flow, or even boring. But all this is clearly justified in the game, since the time that the idea is to relate the characters to the insides of the players, creating a bond of much greater attention and sensitivity. For so, in the next scenes, we notice we can further feel more pain or happiness of each one of them. And when the player realizes, he is following a very strong and constant string of adrenaline and scenes that really bind you from start to finish. What, on the other hand, may end up offending some, since the game - like in the vast majority of PS3 exclusives games of these days - it has an average of about 9 to 12 hours of gameplay, which are divided into a total of 60 different chapters - which will vary in quantity, according to the choices that players made during the game, greatly increasing the replay factor.

If dealing with the gameplay of Heavy Rain, it varies from movement of the character, which is done pressing the R2 button; Read the thoughts of the character through the L2 button; Interact with objects in the scene and, finally and more frequent, the innovation is in the QTE system which vary since summations from buttons pressed, and even in accelerated repetition of buttons and individual sequences of the same.

As for the graphics, we are confronted with a very detailed universe. From art direction to the lighting of each scene of the game is extremely well done, creating the impression of a totally noir story and suspense from beginning to end. The facial character expressions surprises again, leaving the game Heavenly Sword to shame - until then, in my opinion, had one of the best graphics in this requirement - joining in with the scenarios, objects, very detailed clothes etc. However we must point out that while the game has spectacular graphics, he can sin sadly in a few props in scene. At the point of being noticeable the error from Quantic Dreams to not look away in small secondary objects. But nothing that upsets the final visual of the game, since there are few cases where this occurs.

Although I personally look at Heavy Rain as a spectacular work as a whole, the major highlights for me are two aspects in particular: the Game Script and the Sound. It's amazing how the game manages to hold you from start to finish. You can't leave the control until you understand why everything happened this way in the story. Why so much pain, evil and especially if your choices were the best possible in that situation. The script has a dose of mystery and suspense that unfolds bit by bit, giving you the "real answer for everything" only at the end. And when that happens you really realize that Heavy Rain has one great story.

Each key point is explained so well that you can convince even the greatest nonsense you wouldn't expect. But the story can be so convincing, so naturally, because it was married perfectly with the soundtrack and sound that Heavy Rain has. Each dubbing was done impeccably. I lose the accounts of the amount of time that I've thrilled when I heard the beautiful laughter of the childrens. Or even when the own Ethan moaned and punished himself by his own pain, bringing a mix of lamentation and cries of pain. And in the background, as if that wasn't enough, we come across a soundtrack very intense and melancholic. Each scene was very well selected for each sound. And each dialogue was very well played by each actor.

In short, Heavy Rain transports you to a universe in which your choices that will determine the continued flow of events. Your criterion for evaluating of the situations that will say what is right and wrong, or what, in your viewpoint, should be correct. And according to your emotions luggage, you will know the strength of each character and each situation.

Heavy Rain is not an ordinary game. It's far beyond that. It's like the real life of some people inside of a television screen. And who will tell the fate of each of these people is you, the player. Always keeping in mind that you become responsible for every little choice you make, whether for good or evil. But after all... how far would you go to save someone you love?

My Personal Score: 4/5

[button type="icon" icon="paper"]Written by Matheus Pitillo.[/button]

October 3, 2011Comments are off for this post.

Sidhe: The people of the Fairies

The Celtic Culture in Folklore
Also published in EGM Brasil #71 

With each new edition of EGM Brasil, we realize is more difficult to choose a different theme and still interesting to fit in the Origens section. Usually we choose a theme, "find" its origin and then we show in each games they are more present. This time the choosen theme was the Celtic Culture: your legends, rituals and folklore.

And how we will not have so much space to compare with a lot of games which could be present in this subject, nothing is more fair to reveal the one which has more spotlight in the Celtic Culture legends. We are talking about the game Folklore.

Original Publication in EGM Brasil Magazine
Original Publication in EGM Brasil Magazine

The Sidhes
At first, the word Sidhe - pronounced Shee - meant the hills or mounds of earth, who people believed that was home of mystics people, like fairies or elves of other traditions. Later, the Sidhe were recognized as the very name of these people. It was believed that they were descendants of the Tuatha De Danann - Ancient divine heroes of Irish mythology. In popular practice the Sidhes were often revered with offerings as a kind of ritual, to prevent them cheated on something. And in return they could give to mortals protection, healing and even teaching some of his skills.

The Sidhe are often described as very beautiful people, although some can also be scary. There were several species of them, like "Sluagh Shide", which were represented in Irish folklore as spirits that moved through the air like flocks of birds that might be the dead cursed and still restlessly. At this point we can observe the first relationship with the game Folklore. In every Kingdom of the game, we can find creatures - which are known as Folks - that directly represent what would be the Sidhe of Celtic Culture. Two examples are Cait Sidhe and Cu Sith - enchanted cat and dog, respectively.

Another reference appears in the game is the "Cliff of Sidhe". Present in the Village of Doolin, where is the story of the game, the hill gets its name from the village and is where almost all the game's mysteries start to reveal. Another famous legend of Celtic folklore, which is also presented in a moment of the game, is the "Legend of Faery Prayers". The Legend have said that if a mortal prays for a fairy for nine consecutive days, in the ninth day, one of his desires would be accomplished.

In Warcraft you can find a reference to Celtic Culture. The Banshees are one of the existing species of Sidhe. They are seen as fierce guardians of their homes and fight courageously in the game.

Samhain
Samhain - pronounced Sou-ein - celebrated on 31 October in the Northern Hemisphere and on the 1st of May in the Southern Hemisphere, is known by many names, but perhaps the most famous is Halloween. In short, Samhain was a ritual related to all the important things that happened during the changing seasons. It was the end of the Summer and beggining of the winter. Celtic tradition held that on the night of Samhain, the veil that separates the Material World from the Spiritual World found itself thinner, and the contact with the dead became easier. In that single night, the gates of the Sidhe, with connection between the two Worlds are open and not human or fairy require passwords to enter and exit.

This is how the two main characters in Folklore able to access the Underworld at the outset of his journey. Ellen and Keats reach the Village of Doolin exactly in the day of Samhain. And without knowing the right Celtic myths, Ellen ends up going through to the Netherworld in search of answers. She did not realize all that was starting to cause between these two worlds since then.

The Christian version of Samhain is the All Saints Day - 1st November - which was introduced by Pope Boniface IV in the seventh century, to replace the pagan festival. For years and years of our lives, the man has accumulated a number of concepts about what life was like after death. At the time that these concepts are so strong and constant, it is believed that they eventually materialized in the form of a New Kingdom in the Underworld. This is the concept that revolves around the game Folklore. Mixing a little reference to the Bardo Thodol - Tibetan Book of the Dead - with the game Folklore and Celtic Culture, we understand why every Kingdom of Folklore is a different place than before. At the moment men believed that the other side of life were a Paradise, the Kingdom of the Fairies was born. While others thought that even after dead, the war between the society prevailed, was borned then the Kingdom of Warcadia. And for those who long ago lost faith on the existence of somewhere after death, there is the Kingdom of the Endless Corridor. That is, each group of people who focus on one thought of how it would be the World of the Dead, it generates a new Astral Kingdom, or in other words, a New Kingdom of Netherworld habitable. And it is for those Kingdoms that our characters need to go in the game.

"For all the hillside was haunted
By the faery folk come again
And down in the heart-light enchanted
Were opal-coloured men".

[button type="icon" icon="paper"]Written by Matheus Pitillo.[/button]

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