On a pure enjoyment level, I was probably closer to 4 stars, however, sluggish movement made world navigation a lot more irritating than it should have been.
Heavy Rain is a mystery. A serial killer takes kids, kills them, ditches them with a bit of origami and an orchid. Throughout the story you play three, no four... wait, five? characters as we explore the wide net of investigators, police, victims, and journalists that surround the case.
This is done via "interactive drama," ie QTEs and dialogue options. See Beyond: Two Souls (by the same developers) or any TellTale game. Unlike TellTale, though, Heavy Rain intends the QTEs to require actual skill. There's no schlubbing your way through the way you can with The Wolf Among Us, for example.
Unfortunately, I'm not very good at QTEs. Oh, I can do fine in short spurts, but start to pile too many together and my Os become Xs and my squares triangles. Though Heavy Rain goes deeper than that, required dexterous use R1, R2, L1, L2, and various directions and motions with the RS. While I guess the story itself branches via various choices made throughout the game, a lot of the actual success of your characters will boil down to these QTEs: the higher the stakes, the harder the QTE sequence, the easier it is to fail.
I imagine the average player will bumble their way to the end I found (apparently there's 12? 17? I forget): Everything awful happens. That was my impression as the credits rolled. I'm a little bit proud of that, to be honest, and it does give me the imperative to want to play through the game again and find a better ending (and some new story branches).
What I found myself missing (even more than a good ending) is the by now normal "here's the choices other players made" summary at the end of each section that TellTale popularized and even Beyond: Two Souls used. But alas, Heavy Rain lacks that, making it harder to tell what choices were key and impossible to tell how unique my playthrough was.
A fun game, an interesting story, and occasionally throw-your-controller-against-the-wall maddening.