<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_12_17_0517213</id>
	<title><em>Heavy Rain</em> Previews Show Promise</title>
	<author>Soulskill</author>
	<datestamp>1261078740000</datestamp>
	<htmltext>As the February release date for Quantic Dream's <em>Heavy Rain</em> nears, several publications have gotten a chance for some hands-on time with the game and seem to be intrigued by what they saw. Quoting the Opposable Thumbs blog: "The game <a href="http://arstechnica.com/gaming/news/2009/12/its-boring-until-its-not-the-subtle-genius-of-heavy-rain.ars">grabs you during the quiet moments where nothing 'happens.'</a> When you look at a picture your child drew. When you're questioning someone about a crime. When you're trying to figure out how to react to a violent situation. The preview we were sent put me in different situations as I played a small handful of characters, and each one provided a few tiny moments that were surprising in terms of storytelling or subtlety." Eurogamer's previewer had a similar reaction: "To my great delight as well &mdash; <em>Heavy Rain</em> isn't a mature game because it has unhappy families and moody lighting, it's a mature game because <a href="http://www.eurogamer.net/articles/heavy-rain-dec-hands-on">it anticipates an adult response from the player</a> and is prepared to receive it."</htmltext>
<tokenext>As the February release date for Quantic Dream 's Heavy Rain nears , several publications have gotten a chance for some hands-on time with the game and seem to be intrigued by what they saw .
Quoting the Opposable Thumbs blog : " The game grabs you during the quiet moments where nothing 'happens .
' When you look at a picture your child drew .
When you 're questioning someone about a crime .
When you 're trying to figure out how to react to a violent situation .
The preview we were sent put me in different situations as I played a small handful of characters , and each one provided a few tiny moments that were surprising in terms of storytelling or subtlety .
" Eurogamer 's previewer had a similar reaction : " To my great delight as well    Heavy Rain is n'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 .
"</tokentext>
<sentencetext>As the February release date for Quantic Dream's Heavy Rain nears, several publications have gotten a chance for some hands-on time with the game and seem to be intrigued by what they saw.
Quoting the Opposable Thumbs blog: "The game grabs you during the quiet moments where nothing 'happens.
' When you look at a picture your child drew.
When you're questioning someone about a crime.
When you're trying to figure out how to react to a violent situation.
The preview we were sent put me in different situations as I played a small handful of characters, and each one provided a few tiny moments that were surprising in terms of storytelling or subtlety.
" Eurogamer's previewer had a similar reaction: "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.
"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</id>
	<title>Real life rarely makes a good game...</title>
	<author>OverZealous.com</author>
	<datestamp>1261043760000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>When I read the (mostly vague) descriptions of the game in the article, all I could think of was that the author summed up the game early on:</p><p><div class="quote"><p>You'll be doing many mundane things: turning lights on and off, cooking dinner, taking a shower. In fact, the first hour of the game seems to exist only to show you how normal your life as an architect and a father is. In that time I did some work, played with my kids, and helped my wife around the house.</p><p>After watching me playing the game, my real-life wife made pointed out that I could have actually done some work, helped her around the house, and then played with my kids in the time I had just spent with Heavy Rain. <b>I didn't have a good counter-argument.</b> </p></div><p>(Emphasis Mine)

</p><p>I'm aware that there is more to the game than this, but I think what makes a video game interesting is the way it abstracts you from the real world.  How is this game going to abstract <i>mundane</i> details of everyday life in a way that isn't just boring?  It's too bad the author didn't expand on any more details.</p><p>There really isn't anything in this review that makes me think the game <i>shows promise</i>, despite the Slashvertisment's summary.</p></div>
	</htmltext>
<tokenext>When I read the ( mostly vague ) descriptions of the game in the article , all I could think of was that the author summed up the game early on : You 'll be doing many mundane things : turning lights on and off , cooking dinner , taking a shower .
In fact , the first hour of the game seems to exist only to show you how normal your life as an architect and a father is .
In that time I did some work , played with my kids , and helped my wife around the house.After watching me playing the game , my real-life wife made pointed out that I could have actually done some work , helped her around the house , and then played with my kids in the time I had just spent with Heavy Rain .
I did n't have a good counter-argument .
( Emphasis Mine ) I 'm aware that there is more to the game than this , but I think what makes a video game interesting is the way it abstracts you from the real world .
How is this game going to abstract mundane details of everyday life in a way that is n't just boring ?
It 's too bad the author did n't expand on any more details.There really is n't anything in this review that makes me think the game shows promise , despite the Slashvertisment 's summary .</tokentext>
<sentencetext>When I read the (mostly vague) descriptions of the game in the article, all I could think of was that the author summed up the game early on:You'll be doing many mundane things: turning lights on and off, cooking dinner, taking a shower.
In fact, the first hour of the game seems to exist only to show you how normal your life as an architect and a father is.
In that time I did some work, played with my kids, and helped my wife around the house.After watching me playing the game, my real-life wife made pointed out that I could have actually done some work, helped her around the house, and then played with my kids in the time I had just spent with Heavy Rain.
I didn't have a good counter-argument.
(Emphasis Mine)

I'm aware that there is more to the game than this, but I think what makes a video game interesting is the way it abstracts you from the real world.
How is this game going to abstract mundane details of everyday life in a way that isn't just boring?
It's too bad the author didn't expand on any more details.There really isn't anything in this review that makes me think the game shows promise, despite the Slashvertisment's summary.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30483306</id>
	<title>Got you, suckaz!</title>
	<author>jjarv</author>
	<datestamp>1261068120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You gonna be a star!</p></htmltext>
<tokenext>You gon na be a star !</tokentext>
<sentencetext>You gonna be a star!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30474824</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>pete-classic</author>
	<datestamp>1261071360000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Most games sacrifice story telling in favor of action.  And that's generally a good approach.</p><p>Iif you're going to make a game that is fundamentally about the story, then you need a fully realized first act.  The first act in most games consists of as little as a blurb in the manual, or, at best, a two minute (skippable) cut-scene.  Assuming that this game (story) runs over ten hours, spending an hour establishing the characters doesn't seem at all excessive to me.</p><p>-Peter</p></htmltext>
<tokenext>Most games sacrifice story telling in favor of action .
And that 's generally a good approach.Iif you 're going to make a game that is fundamentally about the story , then you need a fully realized first act .
The first act in most games consists of as little as a blurb in the manual , or , at best , a two minute ( skippable ) cut-scene .
Assuming that this game ( story ) runs over ten hours , spending an hour establishing the characters does n't seem at all excessive to me.-Peter</tokentext>
<sentencetext>Most games sacrifice story telling in favor of action.
And that's generally a good approach.Iif you're going to make a game that is fundamentally about the story, then you need a fully realized first act.
The first act in most games consists of as little as a blurb in the manual, or, at best, a two minute (skippable) cut-scene.
Assuming that this game (story) runs over ten hours, spending an hour establishing the characters doesn't seem at all excessive to me.-Peter</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471266</id>
	<title>Re:Interesting</title>
	<author>Kagura</author>
	<datestamp>1261048200000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>From what I've seen of the game so far, I think I can honestly say without hyperbole that this game is the biggest and possibly most important experiment in the past 15 years of gaming.  It really takes the whole idea of what is considered to be a game and breaks the mold.  It actually reminds me a bit of Indigo Prophecy, but ten times more deviated from standard gameplay practices.  I'm excited to see if it will work and how it will be received.</p></div><p>Remember Spore <i>before</i> it came out? That's all I'll say until I actually have this game in my hands. I have learned my lesson about expecting too much.</p></div>
	</htmltext>
<tokenext>From what I 've seen of the game so far , I think I can honestly say without hyperbole that this game is the biggest and possibly most important experiment in the past 15 years of gaming .
It really takes the whole idea of what is considered to be a game and breaks the mold .
It actually reminds me a bit of Indigo Prophecy , but ten times more deviated from standard gameplay practices .
I 'm excited to see if it will work and how it will be received.Remember Spore before it came out ?
That 's all I 'll say until I actually have this game in my hands .
I have learned my lesson about expecting too much .</tokentext>
<sentencetext>From what I've seen of the game so far, I think I can honestly say without hyperbole that this game is the biggest and possibly most important experiment in the past 15 years of gaming.
It really takes the whole idea of what is considered to be a game and breaks the mold.
It actually reminds me a bit of Indigo Prophecy, but ten times more deviated from standard gameplay practices.
I'm excited to see if it will work and how it will be received.Remember Spore before it came out?
That's all I'll say until I actually have this game in my hands.
I have learned my lesson about expecting too much.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30473786</id>
	<title>Re:Interesting</title>
	<author>jgtg32a</author>
	<datestamp>1261067100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>most important experiment?<br>Am I missing something, Heavy Rain looks like an adventure game just without the puzzles that are solved with WTF logic</p></htmltext>
<tokenext>most important experiment ? Am I missing something , Heavy Rain looks like an adventure game just without the puzzles that are solved with WTF logic</tokentext>
<sentencetext>most important experiment?Am I missing something, Heavy Rain looks like an adventure game just without the puzzles that are solved with WTF logic</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471032</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>DreamsAreOkToo</author>
	<datestamp>1261045800000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext><p>Now we need to make robots that are hooked up to these games.  That way, when you play Heavy Rain, the robot can play with your kid and do some work. Heck, you can mix it up some by going on xbox live and playing with someone else's kid! Think of the possibilities!</p></htmltext>
<tokenext>Now we need to make robots that are hooked up to these games .
That way , when you play Heavy Rain , the robot can play with your kid and do some work .
Heck , you can mix it up some by going on xbox live and playing with someone else 's kid !
Think of the possibilities !</tokentext>
<sentencetext>Now we need to make robots that are hooked up to these games.
That way, when you play Heavy Rain, the robot can play with your kid and do some work.
Heck, you can mix it up some by going on xbox live and playing with someone else's kid!
Think of the possibilities!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470516</id>
	<title>Can't wait</title>
	<author>Xaduurv</author>
	<datestamp>1261040400000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext>I can't wait for the Nintendo DS Lite version of the game, "Light Rain"</htmltext>
<tokenext>I ca n't wait for the Nintendo DS Lite version of the game , " Light Rain "</tokentext>
<sentencetext>I can't wait for the Nintendo DS Lite version of the game, "Light Rain"</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470774</id>
	<title>Re:How Is The PS3 Putting Out Graphics Like This?</title>
	<author>Anonymous</author>
	<datestamp>1261042860000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Quality graphics are nothing to do with hardware, and everything to do with hiring artists who have skills beyond "make everything brown and set HDR bloom to maximum."</p></htmltext>
<tokenext>Quality graphics are nothing to do with hardware , and everything to do with hiring artists who have skills beyond " make everything brown and set HDR bloom to maximum .
"</tokentext>
<sentencetext>Quality graphics are nothing to do with hardware, and everything to do with hiring artists who have skills beyond "make everything brown and set HDR bloom to maximum.
"</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470564</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471734</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>Anonymous</author>
	<datestamp>1261052400000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Similarly, all media featuring any sort of realism or mundane elements are never worth anyone's time. All fiction must completely deviate from reality.</p><p>Heavy Rain? Fuck that, why not just have your kid murdered in real life, lose your wife and job in real life, become an alcoholic in real life, go on the trail of a serial killer in real life, and experience reality from the perspective of multiple people... in real life? Game is worthless, no point in playing something when it's just a mundane replica of a mundane reality.</p></htmltext>
<tokenext>Similarly , all media featuring any sort of realism or mundane elements are never worth anyone 's time .
All fiction must completely deviate from reality.Heavy Rain ?
Fuck that , why not just have your kid murdered in real life , lose your wife and job in real life , become an alcoholic in real life , go on the trail of a serial killer in real life , and experience reality from the perspective of multiple people... in real life ?
Game is worthless , no point in playing something when it 's just a mundane replica of a mundane reality .</tokentext>
<sentencetext>Similarly, all media featuring any sort of realism or mundane elements are never worth anyone's time.
All fiction must completely deviate from reality.Heavy Rain?
Fuck that, why not just have your kid murdered in real life, lose your wife and job in real life, become an alcoholic in real life, go on the trail of a serial killer in real life, and experience reality from the perspective of multiple people... in real life?
Game is worthless, no point in playing something when it's just a mundane replica of a mundane reality.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470674</id>
	<title>mature, adult</title>
	<author>md65536</author>
	<datestamp>1261041660000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>I hope it stays that way, in North America too.  I played Indigo Prophecy, the American version of QD's Fahrenheit.  For the American version, they took out "adult" things like sex.</p><p>There is a shower scene still in Indigo Prophecy, but the character is showering in her underwear!  What an odd confusion of sex and nudity, where it's okay to walk in on someone showering, as long as they're doing it with clothes on!  IMHO not a very "mature" way of handling nudity.</p><p>(inb4 European vs. American acceptance of nudity)</p></htmltext>
<tokenext>I hope it stays that way , in North America too .
I played Indigo Prophecy , the American version of QD 's Fahrenheit .
For the American version , they took out " adult " things like sex.There is a shower scene still in Indigo Prophecy , but the character is showering in her underwear !
What an odd confusion of sex and nudity , where it 's okay to walk in on someone showering , as long as they 're doing it with clothes on !
IMHO not a very " mature " way of handling nudity .
( inb4 European vs. American acceptance of nudity )</tokentext>
<sentencetext>I hope it stays that way, in North America too.
I played Indigo Prophecy, the American version of QD's Fahrenheit.
For the American version, they took out "adult" things like sex.There is a shower scene still in Indigo Prophecy, but the character is showering in her underwear!
What an odd confusion of sex and nudity, where it's okay to walk in on someone showering, as long as they're doing it with clothes on!
IMHO not a very "mature" way of handling nudity.
(inb4 European vs. American acceptance of nudity)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30473098</id>
	<title>Re:Interesting</title>
	<author>sys.stdout.write</author>
	<datestamp>1261064280000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>this game is the biggest and possibly most important experiment in the past 15 years of gaming</p></div><p>
If the future of gaming is quick-time events, we are all F'ed in the A.<br> <br>For instance, look at how <a href="http://www.youtube.com/watch?v=yxw5zaXGzMk" title="youtube.com">fighting works</a> [youtube.com] (starting at 9:30 in video).<br> <br>I am all about compelling stories in video games, but there needs to actually be a video game in it.</p></div>
	</htmltext>
<tokenext>this game is the biggest and possibly most important experiment in the past 15 years of gaming If the future of gaming is quick-time events , we are all F'ed in the A. For instance , look at how fighting works [ youtube.com ] ( starting at 9 : 30 in video ) .
I am all about compelling stories in video games , but there needs to actually be a video game in it .</tokentext>
<sentencetext>this game is the biggest and possibly most important experiment in the past 15 years of gaming
If the future of gaming is quick-time events, we are all F'ed in the A. For instance, look at how fighting works [youtube.com] (starting at 9:30 in video).
I am all about compelling stories in video games, but there needs to actually be a video game in it.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30477610</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>Anonymous</author>
	<datestamp>1261082220000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>I'm aware that there is more to the game than this, but I think what makes a video game interesting is the way it abstracts you from the real world.  How is this game going to abstract <i>mundane</i> details of everyday life in a way that isn't just boring?</p></div><p>This. There's a reason characters in films rarely spend any time doing laundry.</p><p>Hopefully the designers "get" this. I'm still hopeful for his title but the above makes me concerned.</p></div>
	</htmltext>
<tokenext>I 'm aware that there is more to the game than this , but I think what makes a video game interesting is the way it abstracts you from the real world .
How is this game going to abstract mundane details of everyday life in a way that is n't just boring ? This .
There 's a reason characters in films rarely spend any time doing laundry.Hopefully the designers " get " this .
I 'm still hopeful for his title but the above makes me concerned .</tokentext>
<sentencetext>I'm aware that there is more to the game than this, but I think what makes a video game interesting is the way it abstracts you from the real world.
How is this game going to abstract mundane details of everyday life in a way that isn't just boring?This.
There's a reason characters in films rarely spend any time doing laundry.Hopefully the designers "get" this.
I'm still hopeful for his title but the above makes me concerned.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30480634</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>grumbel</author>
	<datestamp>1261050480000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>I'm aware that there is more to the game than this, but I think what makes a video game interesting is the way it abstracts you from the real world.</p></div><p>The problem is that games these days aren't much good at showing you something fresh anymore, as there are way to many gaming cliches that have stacked up over the years and way to many games are just clones of previous years games.</p><p>So fighting space aliens might sound exciting to somebody who never played a game, but as a gamer thats pretty much what I have been doing for the last 20 years and its really not that interesting anymore. On the other side having a game that lets you drink orange juice in a realistic manner, is certainly something fresh again as I haven't seen that in a game.</p><p>Also of course the mundane tasks aren't the whole game, they are just the setup to the greater crime story in the game and they are there so that you get a better feel for the characters. Instead of being random-nameless JohnDoe, the characters in Heavy Rain have a background, family, friends and jobs.</p></div>
	</htmltext>
<tokenext>I 'm aware that there is more to the game than this , but I think what makes a video game interesting is the way it abstracts you from the real world.The problem is that games these days are n't much good at showing you something fresh anymore , as there are way to many gaming cliches that have stacked up over the years and way to many games are just clones of previous years games.So fighting space aliens might sound exciting to somebody who never played a game , but as a gamer thats pretty much what I have been doing for the last 20 years and its really not that interesting anymore .
On the other side having a game that lets you drink orange juice in a realistic manner , is certainly something fresh again as I have n't seen that in a game.Also of course the mundane tasks are n't the whole game , they are just the setup to the greater crime story in the game and they are there so that you get a better feel for the characters .
Instead of being random-nameless JohnDoe , the characters in Heavy Rain have a background , family , friends and jobs .</tokentext>
<sentencetext>I'm aware that there is more to the game than this, but I think what makes a video game interesting is the way it abstracts you from the real world.The problem is that games these days aren't much good at showing you something fresh anymore, as there are way to many gaming cliches that have stacked up over the years and way to many games are just clones of previous years games.So fighting space aliens might sound exciting to somebody who never played a game, but as a gamer thats pretty much what I have been doing for the last 20 years and its really not that interesting anymore.
On the other side having a game that lets you drink orange juice in a realistic manner, is certainly something fresh again as I haven't seen that in a game.Also of course the mundane tasks aren't the whole game, they are just the setup to the greater crime story in the game and they are there so that you get a better feel for the characters.
Instead of being random-nameless JohnDoe, the characters in Heavy Rain have a background, family, friends and jobs.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471652</id>
	<title>Re:Interesting</title>
	<author>eulernet</author>
	<datestamp>1261051320000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>Don't expect too much !</p><p>Hint: I have been one of the programmers behind Omikron the Nomad Soul, their previous success.</p><p>The biggest problem with Omikron is that we spend a lot of time adjusting the gameplay on the first level, at the expense of the following levels.<br>Making the game appealing takes a lot of time, and when the game is too large (and not clearly defined), it takes an exponential amount of time.</p><p>Another big problem is that Omikron tried to merge several types of games: adventure, action and fight.<br>Instead of creating one good adventure game, we created 3 below-average games.<br>And these games mix as easily as water and oil.</p><p>I lost all my ties with Quantic Dreams, but I'm pretty sure they still have these problems, with a boss who wants to create too ambitious games, and a team confronted to an unclear direction.<br>Quantic Dreams also lost a lot of their coders at the end of the first game, due to stress, bad scheduling, and in general a terrible lack of organization.</p><p>An anecdote:<br>the boss wanted that the player might pilot the cars in the city, so we spent 3 weeks of coding to allow that, plus a lot rework of the 3D graphics, since the roads needed to be tagged. Did you know that you could pilot the car manually ?</p></htmltext>
<tokenext>Do n't expect too much ! Hint : I have been one of the programmers behind Omikron the Nomad Soul , their previous success.The biggest problem with Omikron is that we spend a lot of time adjusting the gameplay on the first level , at the expense of the following levels.Making the game appealing takes a lot of time , and when the game is too large ( and not clearly defined ) , it takes an exponential amount of time.Another big problem is that Omikron tried to merge several types of games : adventure , action and fight.Instead of creating one good adventure game , we created 3 below-average games.And these games mix as easily as water and oil.I lost all my ties with Quantic Dreams , but I 'm pretty sure they still have these problems , with a boss who wants to create too ambitious games , and a team confronted to an unclear direction.Quantic Dreams also lost a lot of their coders at the end of the first game , due to stress , bad scheduling , and in general a terrible lack of organization.An anecdote : the boss wanted that the player might pilot the cars in the city , so we spent 3 weeks of coding to allow that , plus a lot rework of the 3D graphics , since the roads needed to be tagged .
Did you know that you could pilot the car manually ?</tokentext>
<sentencetext>Don't expect too much !Hint: I have been one of the programmers behind Omikron the Nomad Soul, their previous success.The biggest problem with Omikron is that we spend a lot of time adjusting the gameplay on the first level, at the expense of the following levels.Making the game appealing takes a lot of time, and when the game is too large (and not clearly defined), it takes an exponential amount of time.Another big problem is that Omikron tried to merge several types of games: adventure, action and fight.Instead of creating one good adventure game, we created 3 below-average games.And these games mix as easily as water and oil.I lost all my ties with Quantic Dreams, but I'm pretty sure they still have these problems, with a boss who wants to create too ambitious games, and a team confronted to an unclear direction.Quantic Dreams also lost a lot of their coders at the end of the first game, due to stress, bad scheduling, and in general a terrible lack of organization.An anecdote:the boss wanted that the player might pilot the cars in the city, so we spent 3 weeks of coding to allow that, plus a lot rework of the 3D graphics, since the roads needed to be tagged.
Did you know that you could pilot the car manually ?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471156</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>Anonymous</author>
	<datestamp>1261046880000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>1</modscore>
	<htmltext><p>If your day revolves around rescuing hookers, investigating serial killers and seducing creepy guys in nightclubs, that's really fine with me.<br>Mine doesn't, so the game seems interesting enough to me.</p><p>Adding mundane things can improve a game if the object is not the mundane actions, but a deeper immersion in a story.<br>Any good story I know contains lots of mundane parts that are not necessary for the story, but are still essential to make it work.</p></htmltext>
<tokenext>If your day revolves around rescuing hookers , investigating serial killers and seducing creepy guys in nightclubs , that 's really fine with me.Mine does n't , so the game seems interesting enough to me.Adding mundane things can improve a game if the object is not the mundane actions , but a deeper immersion in a story.Any good story I know contains lots of mundane parts that are not necessary for the story , but are still essential to make it work .</tokentext>
<sentencetext>If your day revolves around rescuing hookers, investigating serial killers and seducing creepy guys in nightclubs, that's really fine with me.Mine doesn't, so the game seems interesting enough to me.Adding mundane things can improve a game if the object is not the mundane actions, but a deeper immersion in a story.Any good story I know contains lots of mundane parts that are not necessary for the story, but are still essential to make it work.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30472412</id>
	<title>Is this the follow up to Chubby Rain</title>
	<author>gregg</author>
	<datestamp>1261059420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I loved Eddie Murphy's voice over work in that game.</p></htmltext>
<tokenext>I loved Eddie Murphy 's voice over work in that game .</tokentext>
<sentencetext>I loved Eddie Murphy's voice over work in that game.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30480876</id>
	<title>Re:Boring</title>
	<author>grumbel</author>
	<datestamp>1261051740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Where is the weird, the fantastic, the horrible and the wonderful?</p></div><p>There are a lot more games that present the weird and fantastic (just look at every second indie game) then there are games that present realistic everyday life. By far most games of course are still about presenting the life of an military action hero, so Heavy Rain is definitively a big change of pace.</p></div>
	</htmltext>
<tokenext>Where is the weird , the fantastic , the horrible and the wonderful ? There are a lot more games that present the weird and fantastic ( just look at every second indie game ) then there are games that present realistic everyday life .
By far most games of course are still about presenting the life of an military action hero , so Heavy Rain is definitively a big change of pace .</tokentext>
<sentencetext>Where is the weird, the fantastic, the horrible and the wonderful?There are a lot more games that present the weird and fantastic (just look at every second indie game) then there are games that present realistic everyday life.
By far most games of course are still about presenting the life of an military action hero, so Heavy Rain is definitively a big change of pace.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30472190</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470564</id>
	<title>How Is The PS3 Putting Out Graphics Like This?</title>
	<author>Anonymous</author>
	<datestamp>1261040820000</datestamp>
	<modclass>Flamebait</modclass>
	<modscore>-1</modscore>
	<htmltext><p>I remember reading all the now obvious blatant bullshit about the PS3 vs 360 graphics hardware on sites like beyond3d.com and others three to four years ago.</p><p>And after all that drivel the PS3 has ended up utterly humiliating the 360 like no other console has in history compared to its competitors:</p><p>Uncharted<br>Killzone 2<br>Uncharted 2<br>God of War 3<br>and now Heavy Rain</p><p>and most mind boggling is how the PS3 has Gran Turismo 5 running at 1080p 60fps with massively better graphics, more cars on screen at once, etc compared to Microsoft's own Forza that the 360 can only run at 720p. That's 2.25 times the resolution the 360 can handle.</p><p>Microsoft absolutely botched the 360 graphics hardware when after four years on the market this is the best it has to show for itself, the crappy old Unreal Engine:</p><p>http://kineticninja.blogspot.com/2009\_01\_01\_archive.html</p></htmltext>
<tokenext>I remember reading all the now obvious blatant bullshit about the PS3 vs 360 graphics hardware on sites like beyond3d.com and others three to four years ago.And after all that drivel the PS3 has ended up utterly humiliating the 360 like no other console has in history compared to its competitors : UnchartedKillzone 2Uncharted 2God of War 3and now Heavy Rainand most mind boggling is how the PS3 has Gran Turismo 5 running at 1080p 60fps with massively better graphics , more cars on screen at once , etc compared to Microsoft 's own Forza that the 360 can only run at 720p .
That 's 2.25 times the resolution the 360 can handle.Microsoft absolutely botched the 360 graphics hardware when after four years on the market this is the best it has to show for itself , the crappy old Unreal Engine : http : //kineticninja.blogspot.com/2009 \ _01 \ _01 \ _archive.html</tokentext>
<sentencetext>I remember reading all the now obvious blatant bullshit about the PS3 vs 360 graphics hardware on sites like beyond3d.com and others three to four years ago.And after all that drivel the PS3 has ended up utterly humiliating the 360 like no other console has in history compared to its competitors:UnchartedKillzone 2Uncharted 2God of War 3and now Heavy Rainand most mind boggling is how the PS3 has Gran Turismo 5 running at 1080p 60fps with massively better graphics, more cars on screen at once, etc compared to Microsoft's own Forza that the 360 can only run at 720p.
That's 2.25 times the resolution the 360 can handle.Microsoft absolutely botched the 360 graphics hardware when after four years on the market this is the best it has to show for itself, the crappy old Unreal Engine:http://kineticninja.blogspot.com/2009\_01\_01\_archive.html</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471140</id>
	<title>Re:Interesting but not fun</title>
	<author>bronney</author>
	<datestamp>1261046700000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Just wait for the pr0n patch<nobr> <wbr></nobr>:)</p></htmltext>
<tokenext>Just wait for the pr0n patch : )</tokentext>
<sentencetext>Just wait for the pr0n patch :)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470726</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471688</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>eoin\_tbo</author>
	<datestamp>1261051920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>
Was it actually ah hour of doing mundane tasks or did it <i>seem</i> like an hour?
</p><p>
Movies do this scene-setting, baseline normality at the start as well but they usually only last 10-20 mins. Anything beyond that and they can seem to drag. I would have thought that at an hour you'd have most people dying to do something interesting. You need to be a paid reviewer or very bored to push through that kind of barrier without turning off the pc.
</p><p>
For most gamers the novelty of "ooh look I can do everyday things on a computer" wears thing very quickly. Sometime back in deus ex when you could use the can machine and flush the toilet. (Those being incidental to the main action of deus ex while with heavy rain it seems more central)
</p><p>
All that being said I'd love to give this game a whirl to see how it plays out.
</p></htmltext>
<tokenext>Was it actually ah hour of doing mundane tasks or did it seem like an hour ?
Movies do this scene-setting , baseline normality at the start as well but they usually only last 10-20 mins .
Anything beyond that and they can seem to drag .
I would have thought that at an hour you 'd have most people dying to do something interesting .
You need to be a paid reviewer or very bored to push through that kind of barrier without turning off the pc .
For most gamers the novelty of " ooh look I can do everyday things on a computer " wears thing very quickly .
Sometime back in deus ex when you could use the can machine and flush the toilet .
( Those being incidental to the main action of deus ex while with heavy rain it seems more central ) All that being said I 'd love to give this game a whirl to see how it plays out .</tokentext>
<sentencetext>
Was it actually ah hour of doing mundane tasks or did it seem like an hour?
Movies do this scene-setting, baseline normality at the start as well but they usually only last 10-20 mins.
Anything beyond that and they can seem to drag.
I would have thought that at an hour you'd have most people dying to do something interesting.
You need to be a paid reviewer or very bored to push through that kind of barrier without turning off the pc.
For most gamers the novelty of "ooh look I can do everyday things on a computer" wears thing very quickly.
Sometime back in deus ex when you could use the can machine and flush the toilet.
(Those being incidental to the main action of deus ex while with heavy rain it seems more central)

All that being said I'd love to give this game a whirl to see how it plays out.
</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470794</id>
	<title>Re:How Is The PS3 Putting Out Graphics Like This?</title>
	<author>Anonymous</author>
	<datestamp>1261043280000</datestamp>
	<modclass>None</modclass>
	<modscore>-1</modscore>
	<htmltext><p>Mod -1 Offtopic.</p><p>PS3 was always more powerful than the 360 before and after release. It was rightly criticised for the difficulty of coding efficient games for it, little has changed on that front but when a developer does actually go the distance, the result will inevitably be better.</p><p>So what?</p></htmltext>
<tokenext>Mod -1 Offtopic.PS3 was always more powerful than the 360 before and after release .
It was rightly criticised for the difficulty of coding efficient games for it , little has changed on that front but when a developer does actually go the distance , the result will inevitably be better.So what ?</tokentext>
<sentencetext>Mod -1 Offtopic.PS3 was always more powerful than the 360 before and after release.
It was rightly criticised for the difficulty of coding efficient games for it, little has changed on that front but when a developer does actually go the distance, the result will inevitably be better.So what?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470564</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470726</id>
	<title>Interesting but not fun</title>
	<author>Anonymous</author>
	<datestamp>1261042260000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>I'm rather puzzled by this "game". It's really unique, the screen shots look gorgeous, I find it really interesting and I want to play it. However I feel as if I'm not going to find it fun, it seems just too heavy and mature.</p><p>Maybe it's just a sign of my immaturity. The original half-life is a good example of fun in terms of character interaction. I smack a fellow scientist in the face with a crow bar and he just stands wit his best retort, "what are you doing?" and maybe get the smarts to run away after I smack him a second time. Sometimes he'll just riddle me with dialog until he's on the floor. In Heavy Rain, it seems too close to reality and I wouldn't want to do something like beat my virtual child with a light saber till he runs to his mom, the only choice is the mature adult choice and to let him win.<br>
&nbsp; <br>On the other side of the coin it could be a sign of my maturity. I am able to recognize that the game will require deep emotional involvement on my part and it's just something I don't want to invest or experience through a "game".</p></htmltext>
<tokenext>I 'm rather puzzled by this " game " .
It 's really unique , the screen shots look gorgeous , I find it really interesting and I want to play it .
However I feel as if I 'm not going to find it fun , it seems just too heavy and mature.Maybe it 's just a sign of my immaturity .
The original half-life is a good example of fun in terms of character interaction .
I smack a fellow scientist in the face with a crow bar and he just stands wit his best retort , " what are you doing ?
" and maybe get the smarts to run away after I smack him a second time .
Sometimes he 'll just riddle me with dialog until he 's on the floor .
In Heavy Rain , it seems too close to reality and I would n't want to do something like beat my virtual child with a light saber till he runs to his mom , the only choice is the mature adult choice and to let him win .
  On the other side of the coin it could be a sign of my maturity .
I am able to recognize that the game will require deep emotional involvement on my part and it 's just something I do n't want to invest or experience through a " game " .</tokentext>
<sentencetext>I'm rather puzzled by this "game".
It's really unique, the screen shots look gorgeous, I find it really interesting and I want to play it.
However I feel as if I'm not going to find it fun, it seems just too heavy and mature.Maybe it's just a sign of my immaturity.
The original half-life is a good example of fun in terms of character interaction.
I smack a fellow scientist in the face with a crow bar and he just stands wit his best retort, "what are you doing?
" and maybe get the smarts to run away after I smack him a second time.
Sometimes he'll just riddle me with dialog until he's on the floor.
In Heavy Rain, it seems too close to reality and I wouldn't want to do something like beat my virtual child with a light saber till he runs to his mom, the only choice is the mature adult choice and to let him win.
  On the other side of the coin it could be a sign of my maturity.
I am able to recognize that the game will require deep emotional involvement on my part and it's just something I don't want to invest or experience through a "game".</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30484096</id>
	<title>Re:Can't wait</title>
	<author>darthvader100</author>
	<datestamp>1261077720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>The Wii version is already in the works - Heavy Rain <b>Heroes</b>.</p></div><p>
There fixed it for you<br> <br>
Wait that would be if it was a Maxis game.</p></div>
	</htmltext>
<tokenext>The Wii version is already in the works - Heavy Rain Heroes .
There fixed it for you Wait that would be if it was a Maxis game .</tokentext>
<sentencetext>The Wii version is already in the works - Heavy Rain Heroes.
There fixed it for you 
Wait that would be if it was a Maxis game.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471624</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30482994</id>
	<title>Re:Interesting</title>
	<author>Anonymous</author>
	<datestamp>1261065300000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>These games mix as easily as water and oil.</p></div><p>http://www.newscientist.com/article/dn3408-oil-and-water-do-mix-after-all.html</p></div>
	</htmltext>
<tokenext>These games mix as easily as water and oil.http : //www.newscientist.com/article/dn3408-oil-and-water-do-mix-after-all.html</tokentext>
<sentencetext>These games mix as easily as water and oil.http://www.newscientist.com/article/dn3408-oil-and-water-do-mix-after-all.html
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471652</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30477822</id>
	<title>Re:Boring</title>
	<author>Jonathan</author>
	<datestamp>1261083000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><em>The computer allows us to make everything, and yet we insist on creating worlds that are essentially no different from the one we live in. Where is the weird, the fantastic, the horrible and the wonderful? Why do we settle, when we can have anything? When do we start creating art?</em></p><p>Normally, "art" *is* about creating worlds that are essentially no different from the one we live in. Mass market movies and genre novels are all about aliens, explosions, and dashing adventurers. Art movies and literary fiction are generally about realistic stories -- people coping with a divorce or the death of their child, things like that.</p></htmltext>
<tokenext>The computer allows us to make everything , and yet we insist on creating worlds that are essentially no different from the one we live in .
Where is the weird , the fantastic , the horrible and the wonderful ?
Why do we settle , when we can have anything ?
When do we start creating art ? Normally , " art " * is * about creating worlds that are essentially no different from the one we live in .
Mass market movies and genre novels are all about aliens , explosions , and dashing adventurers .
Art movies and literary fiction are generally about realistic stories -- people coping with a divorce or the death of their child , things like that .</tokentext>
<sentencetext>The computer allows us to make everything, and yet we insist on creating worlds that are essentially no different from the one we live in.
Where is the weird, the fantastic, the horrible and the wonderful?
Why do we settle, when we can have anything?
When do we start creating art?Normally, "art" *is* about creating worlds that are essentially no different from the one we live in.
Mass market movies and genre novels are all about aliens, explosions, and dashing adventurers.
Art movies and literary fiction are generally about realistic stories -- people coping with a divorce or the death of their child, things like that.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30472190</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471260</id>
	<title>Re:Interesting</title>
	<author>ruemere</author>
	<datestamp>1261048080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Omikron: the Nomad Soul. Also by Quantic Dreams. ALso very commendable for experimental approach.</p><p>Regards,<br>Ruemere</p></htmltext>
<tokenext>Omikron : the Nomad Soul .
Also by Quantic Dreams .
ALso very commendable for experimental approach.Regards,Ruemere</tokentext>
<sentencetext>Omikron: the Nomad Soul.
Also by Quantic Dreams.
ALso very commendable for experimental approach.Regards,Ruemere</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30472190</id>
	<title>Boring</title>
	<author>Rumagent</author>
	<datestamp>1261057020000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>1</modscore>
	<htmltext><p>This game represents everything I hate about modern games. Apparently we want better lighting, better animations more life-like graphics. This striving for hyper-realism is driving me nuts.</p><p>The computer allows us to make everything, and yet we insist on creating worlds that are essentially no different from the one we live in. Where is the weird, the fantastic, the horrible and the wonderful? Why do we settle, when we can have anything? When do we start creating art?</p></htmltext>
<tokenext>This game represents everything I hate about modern games .
Apparently we want better lighting , better animations more life-like graphics .
This striving for hyper-realism is driving me nuts.The computer allows us to make everything , and yet we insist on creating worlds that are essentially no different from the one we live in .
Where is the weird , the fantastic , the horrible and the wonderful ?
Why do we settle , when we can have anything ?
When do we start creating art ?</tokentext>
<sentencetext>This game represents everything I hate about modern games.
Apparently we want better lighting, better animations more life-like graphics.
This striving for hyper-realism is driving me nuts.The computer allows us to make everything, and yet we insist on creating worlds that are essentially no different from the one we live in.
Where is the weird, the fantastic, the horrible and the wonderful?
Why do we settle, when we can have anything?
When do we start creating art?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471836</id>
	<title>Expect the worst, hope for the best</title>
	<author>OverlordQ</author>
	<datestamp>1261053180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Same people that brought you Indigo Prophecy.  Good idea, and the first half the game was great, then you got to the second half of the game that went <a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/34-Condemned-2-Bloodshot" title="escapistmagazine.com">snooker loopy</a> [escapistmagazine.com]. So I'll reserve judgement till I get a chance to play the whole thing.</p></htmltext>
<tokenext>Same people that brought you Indigo Prophecy .
Good idea , and the first half the game was great , then you got to the second half of the game that went snooker loopy [ escapistmagazine.com ] .
So I 'll reserve judgement till I get a chance to play the whole thing .</tokentext>
<sentencetext>Same people that brought you Indigo Prophecy.
Good idea, and the first half the game was great, then you got to the second half of the game that went snooker loopy [escapistmagazine.com].
So I'll reserve judgement till I get a chance to play the whole thing.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30474148</id>
	<title>Re:Interesting</title>
	<author>kalirion</author>
	<datestamp>1261068360000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Have you tried <a href="http://pc.mobygames.com/game/windows/path" title="mobygames.com">The Path</a> [mobygames.com]?</p></htmltext>
<tokenext>Have you tried The Path [ mobygames.com ] ?</tokentext>
<sentencetext>Have you tried The Path [mobygames.com]?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30472002</id>
	<title>Re:Interesting but not fun</title>
	<author>L4t3r4lu5</author>
	<datestamp>1261054920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Anecdote from the Ars article: The reviewer played a section of the game where he played with his kid, talked with his wife, and helped clean the house. Later on, his real life wife pointed out that he could have played with his real life kid, talked with his real life wife, and helped clean his real life house, and his life would probably be better for it (as his kid would be happier, his wife would be happier, and his house would be tidy).<br> <br>This isn't a game; It's a Life Sim. A much better one than 2nd "Penisville" Life will ever be.</htmltext>
<tokenext>Anecdote from the Ars article : The reviewer played a section of the game where he played with his kid , talked with his wife , and helped clean the house .
Later on , his real life wife pointed out that he could have played with his real life kid , talked with his real life wife , and helped clean his real life house , and his life would probably be better for it ( as his kid would be happier , his wife would be happier , and his house would be tidy ) .
This is n't a game ; It 's a Life Sim .
A much better one than 2nd " Penisville " Life will ever be .</tokentext>
<sentencetext>Anecdote from the Ars article: The reviewer played a section of the game where he played with his kid, talked with his wife, and helped clean the house.
Later on, his real life wife pointed out that he could have played with his real life kid, talked with his real life wife, and helped clean his real life house, and his life would probably be better for it (as his kid would be happier, his wife would be happier, and his house would be tidy).
This isn't a game; It's a Life Sim.
A much better one than 2nd "Penisville" Life will ever be.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470726</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30473006</id>
	<title>Will they ever learn?</title>
	<author>Anonymous</author>
	<datestamp>1261063800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Apparently the industry doesn't learn from past mistakes.  I thought it was pretty clear that we didn't want this when Shenmue was released, and then again when Shenmue II was released.  I suppose the logic this time is "Oh, but the graphics are like 100x's better, people will buy it.  And, to a degree, I suppose they're right.  It'll sell...at least enough to make the money back.  To the same people who liked Shenmue and possibly games like Myst.  It'll also sell to people who always buy whatever game currently has the hottest graphics.  Reviewers will be besides themselves not knowing whether to review the game based on art and concept or based on gameplay or lack there of.  But it will probably be rememebered as another game that looks pretty, yet has no depth.</p><p>No, I'm not an action fan.  I'm actually a pretty big RPG fan, which is the one part of me that wants to hold onto hope everytime a game like this is released.  I've always thought a non-action sandbox game such as this, but with an odd twist (think Groundhogs Day or Back to the Future) would be tremendous, but they always turn into sloppy detective games.</p></htmltext>
<tokenext>Apparently the industry does n't learn from past mistakes .
I thought it was pretty clear that we did n't want this when Shenmue was released , and then again when Shenmue II was released .
I suppose the logic this time is " Oh , but the graphics are like 100x 's better , people will buy it .
And , to a degree , I suppose they 're right .
It 'll sell...at least enough to make the money back .
To the same people who liked Shenmue and possibly games like Myst .
It 'll also sell to people who always buy whatever game currently has the hottest graphics .
Reviewers will be besides themselves not knowing whether to review the game based on art and concept or based on gameplay or lack there of .
But it will probably be rememebered as another game that looks pretty , yet has no depth.No , I 'm not an action fan .
I 'm actually a pretty big RPG fan , which is the one part of me that wants to hold onto hope everytime a game like this is released .
I 've always thought a non-action sandbox game such as this , but with an odd twist ( think Groundhogs Day or Back to the Future ) would be tremendous , but they always turn into sloppy detective games .</tokentext>
<sentencetext>Apparently the industry doesn't learn from past mistakes.
I thought it was pretty clear that we didn't want this when Shenmue was released, and then again when Shenmue II was released.
I suppose the logic this time is "Oh, but the graphics are like 100x's better, people will buy it.
And, to a degree, I suppose they're right.
It'll sell...at least enough to make the money back.
To the same people who liked Shenmue and possibly games like Myst.
It'll also sell to people who always buy whatever game currently has the hottest graphics.
Reviewers will be besides themselves not knowing whether to review the game based on art and concept or based on gameplay or lack there of.
But it will probably be rememebered as another game that looks pretty, yet has no depth.No, I'm not an action fan.
I'm actually a pretty big RPG fan, which is the one part of me that wants to hold onto hope everytime a game like this is released.
I've always thought a non-action sandbox game such as this, but with an odd twist (think Groundhogs Day or Back to the Future) would be tremendous, but they always turn into sloppy detective games.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470756</id>
	<title>What went wrong with the 360 graphics hardware</title>
	<author>Anonymous</author>
	<datestamp>1261042620000</datestamp>
	<modclass>Offtopic</modclass>
	<modscore>-1</modscore>
	<htmltext><p>The PS3's complete graphical dominance over the Xbox 360 comes from:</p><p>1. Blu-Ray's 25/50 gig storage format versus the Xbox 360's 3.5/7 gig DVD format</p><p>2. The insane power of the Broadband Engine(Cell)'s SPUs for cranking through obscene amounts of lighting, animation, physics, transform, or even image buffer calculations</p><p>3. The split memory architecture. The RSX side of the PS3 can be cranking away at pixel pushing and (relatively)static vertex transforms while the Cell side of the PS3 can be cranking away at game logic, physics, and pre-rasterize graphics calculations. So you have both sides PS3 running at maximum efficiency without fighting over the same bus. And then within the Broadband Engine the absurdly fast ring bus piping data between the SPUs allow them to crank away in parallel through massive amounts of data</p><p>The 360 is just a desktop PC in a console case. It is gimped with the smaller than last gen DVD format, only 10 megs of edram that is too small for a 720p 4xAA frame buffer, and a poorly designed memory architecture. Not really surprising given that Microsoft has no internal competence in console hardware design and they 360 was rushed out the door after Microsoft was forced to pull the plug early on the first Xbox.</p></htmltext>
<tokenext>The PS3 's complete graphical dominance over the Xbox 360 comes from : 1 .
Blu-Ray 's 25/50 gig storage format versus the Xbox 360 's 3.5/7 gig DVD format2 .
The insane power of the Broadband Engine ( Cell ) 's SPUs for cranking through obscene amounts of lighting , animation , physics , transform , or even image buffer calculations3 .
The split memory architecture .
The RSX side of the PS3 can be cranking away at pixel pushing and ( relatively ) static vertex transforms while the Cell side of the PS3 can be cranking away at game logic , physics , and pre-rasterize graphics calculations .
So you have both sides PS3 running at maximum efficiency without fighting over the same bus .
And then within the Broadband Engine the absurdly fast ring bus piping data between the SPUs allow them to crank away in parallel through massive amounts of dataThe 360 is just a desktop PC in a console case .
It is gimped with the smaller than last gen DVD format , only 10 megs of edram that is too small for a 720p 4xAA frame buffer , and a poorly designed memory architecture .
Not really surprising given that Microsoft has no internal competence in console hardware design and they 360 was rushed out the door after Microsoft was forced to pull the plug early on the first Xbox .</tokentext>
<sentencetext>The PS3's complete graphical dominance over the Xbox 360 comes from:1.
Blu-Ray's 25/50 gig storage format versus the Xbox 360's 3.5/7 gig DVD format2.
The insane power of the Broadband Engine(Cell)'s SPUs for cranking through obscene amounts of lighting, animation, physics, transform, or even image buffer calculations3.
The split memory architecture.
The RSX side of the PS3 can be cranking away at pixel pushing and (relatively)static vertex transforms while the Cell side of the PS3 can be cranking away at game logic, physics, and pre-rasterize graphics calculations.
So you have both sides PS3 running at maximum efficiency without fighting over the same bus.
And then within the Broadband Engine the absurdly fast ring bus piping data between the SPUs allow them to crank away in parallel through massive amounts of dataThe 360 is just a desktop PC in a console case.
It is gimped with the smaller than last gen DVD format, only 10 megs of edram that is too small for a 720p 4xAA frame buffer, and a poorly designed memory architecture.
Not really surprising given that Microsoft has no internal competence in console hardware design and they 360 was rushed out the door after Microsoft was forced to pull the plug early on the first Xbox.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470564</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30485356</id>
	<title>Re:Interesting</title>
	<author>ruemere</author>
	<datestamp>1261139100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'd like to say that I really loved Omikron. Yes, there were various design issues with further levels, but getting concerts, following plot and generally walking around made up for that.</p><p>Regards,<br>Ruemere</p></htmltext>
<tokenext>I 'd like to say that I really loved Omikron .
Yes , there were various design issues with further levels , but getting concerts , following plot and generally walking around made up for that.Regards,Ruemere</tokentext>
<sentencetext>I'd like to say that I really loved Omikron.
Yes, there were various design issues with further levels, but getting concerts, following plot and generally walking around made up for that.Regards,Ruemere</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471652</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471004</id>
	<title>Re:Interesting</title>
	<author>TrancePhreak</author>
	<datestamp>1261045500000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Did you ever play Eternal Darkness? It does a lot to shake the idea of what is allowed in a gaming experience. Similar to X-Men on the Genesis, where you had to reset the system to actually get the ending.</htmltext>
<tokenext>Did you ever play Eternal Darkness ?
It does a lot to shake the idea of what is allowed in a gaming experience .
Similar to X-Men on the Genesis , where you had to reset the system to actually get the ending .</tokentext>
<sentencetext>Did you ever play Eternal Darkness?
It does a lot to shake the idea of what is allowed in a gaming experience.
Similar to X-Men on the Genesis, where you had to reset the system to actually get the ending.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471418</id>
	<title>QTE</title>
	<author>valentingalea</author>
	<datestamp>1261049220000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>This - exactly like its 'prequel' Indigo Profecy - looks gorgeous, has lots of cool ideas but in the end is one big QTE fest.<br> <br>I wonder why they kept movement with the joystick instead of putting a QTE for each step forward:P</htmltext>
<tokenext>This - exactly like its 'prequel ' Indigo Profecy - looks gorgeous , has lots of cool ideas but in the end is one big QTE fest .
I wonder why they kept movement with the joystick instead of putting a QTE for each step forward : P</tokentext>
<sentencetext>This - exactly like its 'prequel' Indigo Profecy - looks gorgeous, has lots of cool ideas but in the end is one big QTE fest.
I wonder why they kept movement with the joystick instead of putting a QTE for each step forward:P</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30473280</id>
	<title>Re:Expect the worst, hope for the best</title>
	<author>Anonymous</author>
	<datestamp>1261065000000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Just remember.. It is never too late to talk to your game developer about indigo prophesy prophecy..</p></htmltext>
<tokenext>Just remember.. It is never too late to talk to your game developer about indigo prophesy prophecy. .</tokentext>
<sentencetext>Just remember.. It is never too late to talk to your game developer about indigo prophesy prophecy..</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471836</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</id>
	<title>Interesting</title>
	<author>enderjsv</author>
	<datestamp>1261040700000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext>From what I've seen of the game so far, I think I can honestly say without hyperbole that this game is the biggest and possibly most important experiment in the past 15 years of gaming.  It really takes the whole idea of what is considered to be a game and breaks the mold.  It actually reminds me a bit of Indigo Prophecy, but ten times more deviated from standard gameplay practices.  I'm excited to see if it will work and how it will be received.</htmltext>
<tokenext>From what I 've seen of the game so far , I think I can honestly say without hyperbole that this game is the biggest and possibly most important experiment in the past 15 years of gaming .
It really takes the whole idea of what is considered to be a game and breaks the mold .
It actually reminds me a bit of Indigo Prophecy , but ten times more deviated from standard gameplay practices .
I 'm excited to see if it will work and how it will be received .</tokentext>
<sentencetext>From what I've seen of the game so far, I think I can honestly say without hyperbole that this game is the biggest and possibly most important experiment in the past 15 years of gaming.
It really takes the whole idea of what is considered to be a game and breaks the mold.
It actually reminds me a bit of Indigo Prophecy, but ten times more deviated from standard gameplay practices.
I'm excited to see if it will work and how it will be received.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471102</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>a0schweitzer</author>
	<datestamp>1261046400000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext>I think games like this serve to further gaming as an art form, which is something that isn't done nearly enough. Sadly, the common perception of games is that they are for children, and that adults who play them are silly and unwilling to grow up. Sure, casual games are changing this, but only becasue their casual nature makes them easier for 'adults' to accept and enjoy.

Making games serious will allow gaming to advance as an artistic medium. The mundane details, as you put it, allow for introspection, and show that gaming can have much, much deeper meaning than is normally attributed to it. If games continue to be made in such a style, they can have a much greater impact than movies (for example), due to their immersive nature. Imagine watching a provocative and thought-provoking artistic film, and compare the impact that can have to the potential impact of actually making the decisions within the story, if the story were to be told through a game.

I suppose you're right, this game doesn't look fun, but I think it can help to further games as an art form.</htmltext>
<tokenext>I think games like this serve to further gaming as an art form , which is something that is n't done nearly enough .
Sadly , the common perception of games is that they are for children , and that adults who play them are silly and unwilling to grow up .
Sure , casual games are changing this , but only becasue their casual nature makes them easier for 'adults ' to accept and enjoy .
Making games serious will allow gaming to advance as an artistic medium .
The mundane details , as you put it , allow for introspection , and show that gaming can have much , much deeper meaning than is normally attributed to it .
If games continue to be made in such a style , they can have a much greater impact than movies ( for example ) , due to their immersive nature .
Imagine watching a provocative and thought-provoking artistic film , and compare the impact that can have to the potential impact of actually making the decisions within the story , if the story were to be told through a game .
I suppose you 're right , this game does n't look fun , but I think it can help to further games as an art form .</tokentext>
<sentencetext>I think games like this serve to further gaming as an art form, which is something that isn't done nearly enough.
Sadly, the common perception of games is that they are for children, and that adults who play them are silly and unwilling to grow up.
Sure, casual games are changing this, but only becasue their casual nature makes them easier for 'adults' to accept and enjoy.
Making games serious will allow gaming to advance as an artistic medium.
The mundane details, as you put it, allow for introspection, and show that gaming can have much, much deeper meaning than is normally attributed to it.
If games continue to be made in such a style, they can have a much greater impact than movies (for example), due to their immersive nature.
Imagine watching a provocative and thought-provoking artistic film, and compare the impact that can have to the potential impact of actually making the decisions within the story, if the story were to be told through a game.
I suppose you're right, this game doesn't look fun, but I think it can help to further games as an art form.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30472454</id>
	<title>Re:Interesting</title>
	<author>geminidomino</author>
	<datestamp>1261059960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>How "twitchy" is it? My girlfriend is a big fan of old-school adventure gaming, and her biggest complaint about indigo prophesy was the added twitch element?</p><p>If this one doesn't have it, it might be something she'd like (and is due out right around Valentine's Day)</p></htmltext>
<tokenext>How " twitchy " is it ?
My girlfriend is a big fan of old-school adventure gaming , and her biggest complaint about indigo prophesy was the added twitch element ? If this one does n't have it , it might be something she 'd like ( and is due out right around Valentine 's Day )</tokentext>
<sentencetext>How "twitchy" is it?
My girlfriend is a big fan of old-school adventure gaming, and her biggest complaint about indigo prophesy was the added twitch element?If this one doesn't have it, it might be something she'd like (and is due out right around Valentine's Day)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30474286</id>
	<title>Re:Interesting</title>
	<author>Anonymous</author>
	<datestamp>1261069080000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>The reason it reminds you of Indigo Prophecy is because it was also made by Quantic Dream.</p></htmltext>
<tokenext>The reason it reminds you of Indigo Prophecy is because it was also made by Quantic Dream .</tokentext>
<sentencetext>The reason it reminds you of Indigo Prophecy is because it was also made by Quantic Dream.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470558</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471624</id>
	<title>Re:Can't wait</title>
	<author>Anonymous</author>
	<datestamp>1261051080000</datestamp>
	<modclass>Funny</modclass>
	<modscore>1</modscore>
	<htmltext>The Wii version is already in the works - Heavy Rain Beach Resort Conga Party.</htmltext>
<tokenext>The Wii version is already in the works - Heavy Rain Beach Resort Conga Party .</tokentext>
<sentencetext>The Wii version is already in the works - Heavy Rain Beach Resort Conga Party.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470516</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30471222</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>Anonymous</author>
	<datestamp>1261047540000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p>I imagine the fun part of the game comes in once you play through the normal, mundane hour and shit goes very wrong and you start doing detective work. The first hour is to establish your life, as the article says. Then your life goes sideways.</p></htmltext>
<tokenext>I imagine the fun part of the game comes in once you play through the normal , mundane hour and shit goes very wrong and you start doing detective work .
The first hour is to establish your life , as the article says .
Then your life goes sideways .</tokentext>
<sentencetext>I imagine the fun part of the game comes in once you play through the normal, mundane hour and shit goes very wrong and you start doing detective work.
The first hour is to establish your life, as the article says.
Then your life goes sideways.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470884</id>
	<title>Re:Real life rarely makes a good game...</title>
	<author>Anonymous</author>
	<datestamp>1261044480000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I think it's mostly because it dares to try something new. Originality is a rare quality in videogames today.</p></htmltext>
<tokenext>I think it 's mostly because it dares to try something new .
Originality is a rare quality in videogames today .</tokentext>
<sentencetext>I think it's mostly because it dares to try something new.
Originality is a rare quality in videogames today.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_17_0517213.30470824</parent>
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