This game is atrocious. In almost every aspect is a parade of bad decisions to the point that I don't understand, first, how the developers deceived themselves into thinking it was a smart game, and second, how the hell it's got an 87% on Metacritic. I could've forgiven Heavy Rain if its only sins were its bad controls and uninteresting gameplay if only the story weren't such a trash fire, the voice acting weren't mediocre at best and the characters were just not all bumbling buffoons. However, some interesting aspects do shine through the patina of crap.
Having played Fahrenheit many years ago, I knew a bit of that I was getting into gameplay-wise. Heavy Rains features some, let's say interesting, control scheme that I'm generously going to call "skeuomorphic" controls. The idea being that instead of pressing a button to do an action, the player has to move the stick (or mouse) in some way that vaguely resembles the movement that the characters make. Need to brush your teeth? Move your mouse up and down. Need to open the car door? Move it to the left. This is not a bad idea in and of itself. I guess the impetus is to draw the player closer to the action to create a more immersive experience. In some cases it works, but most of the it's just another layer of annoyance between the player and the game.
On top of the controls not always registering correctly, the camera and movement are exasperating. As is par for the course with fixed-camera games, the direction of movement is only vaguely related to the buttons on the controller/keyboard and it's easy to get disoriented between camera switches. Moreover, interaction prompts appear and disappear seemingly at random if the character is not standing in some exact spot and even looking in some narrowly defined direction.
The upshot of all this is that the frustrating controls often ruin what would otherwise have been tense or meaningful moments in the story. In an early example, a depressive scene of you having to take care of your son in a sad and dirty house turns into and infuriating battle against the camera as you navigate your way around the house trying to complete your chores within the time-limit.
The surprising thing is how much of the mood and atmosphere still comes out on top. The fact that moments that are supposed to be tense are actually tense in spite of the controls and despite of being surrounded by the most ridiculous story shows that something, somewhere, there's a spark of quality.
Because, don't get me wrong, the story is spectacularly bad.
The plot revolves around several characters you control which are all embroiled in the mystery of the Origami Killer, a serial killer who drowns 10-year-old kids and leaves the body in a "wasteland" (no, it's not Fallout 3, that's game's word for an abandoned lot) with an orchid and an origami figurine. I couldn't tell you why they call it the Origami Killer and not the Orchid Killer, or why having only one gimmick was not enough for him.
The player controls each of them alternatively. Ethan Mars is a father who wants to rescue his son after he was kidnapped by the killer. Norman Jaden is a drug-addicted FBI agent brought to help with the case. Scott Shelby is a private eye who is also investigating the case. And Madison Page is a journalist who has insomnia. What?
Yes. Madison is a completely useless character that serves only as filler, as gratuitous nudity, and gratuitous female abuse. It's a microcosm of the issues with the whole game. We are introduced to her in a completely unnecessary scene in which she is attacked in her home but it was only a dream and even though the player has access to her (and everyone else's) thoughts, is never clear why she does what she does. She doesn't call an ambulance when she sees a guy cut, burned, bruised and missing a finger. She doesn't call the cops when she sees that the guy has a box full of origami and a pistol. In a game in which "decisions matter", the player is forced to decide only between stupid and unexplained actions.
How the game takes agency away from the player is further exemplified by Shelby's investigation. Every time the player gets to control him, he is following a different, random, lead which was never even hinted at in the previous scene. Again, the player can hear his thoughts and still it's a mystery why is he going to a party at a rich guy's mansion and how he got the invite that enabled him to get in, just to name an example.
But the most obnoxious case of the game robbing the most basic agency to the player is the fact that, when Ethan receives a box with Saw-like instructions on how to save his kid, the player is never given the sensible choice of going to the police with the information.
The whole story is not only full of examples of people not acting as people, but it's got more plot-holes than you can drown a child in. The identity of the killer doesn't make any sense. I'm not talking about motivations, here but just physical impossibility. There's neither time nor space (literally) for him to do all those Saw-like torture chambers, not only for Ethan but for the 8 other fathers of the previous victims! One of them involves the killer paying for two whole years of a car's parking and maintenance. For another, he must've had to crawl into a tiny dark pipe while evenly distributing shards of broken glass, even through dead ends!
Usually this is the point in which suspension of disbelief would kick in, but the reason it doesn't work here is, ironically, the immersion of the skeuomorphic controls. In order to justify them, the game has a lot of filler represented by minute actions that other games would gloss over. The player has to make characters brush their teeth, shave, go to the bathroom, shake a juice before drinking it. That kind of in-between tedium cements a naturalistic style and works really well to ground the player, but it also tells the player that the game operates in real-world logic, not story logic. This is not Jack Bauer spending 24 hours without going to the bathroom. It's Ethan Mars, whose face gets cut if he shaves to fast.
So when when a game goes into so much trouble to ground itself in reality, then it cannot blame the player if they can't believe that someone could kill a guy silently in just a couple of seconds without any kind of blood splatter. Which, yes, it's a key plot point because the story is dumb as a rock.