1. At some point, you will cross a threshold and QTE failure means your characters will die, rather than just get bruised and battered.
2. The game does not tell you when you have crossed this invisible threshold.
Heavy Rain is not very good from any perspective, really, but these two small facts imbue the latter half of the game with more suspense than it truly deserves. Regardless of whether or not I really cared about any of the protagonists — I didn’t — the Super Hardcore Gamer in me will always desire total victory, and a quick glance at the trophies assured me that “total victory” translated to, “get to the end of the game with four characters still alive.” Everytime I got into one of the dozens of poorly-motivated QTE fight scenes, I couldn’t help but feel that niggling in the back of my head: “if you screw this up, this person is going to die and you’re not gonna be the Super Hardcore Gamer you thought you were.”
The fact that the game allows character death — that, as in Mass Effect 2, you may have to watch one of your crew die in front of you due to your choices and not be able to immediately undo it via a Game Over screen – is such a goddamn useful tactic that I’m at a loss as to why we had to wait until 2010 (twenty-goddamn-ten!) to see it adopted in any significant way.
Heavy Rain’s plot may be ludicrous, and its first half may include as much meaningful player interaction as a finicky DVD player that has to be unpaused every thirty seconds, but I can’t deny the inherent suspense in being faced with a challenge and knowing that if I make poor choices, my actions will be permanent and won’t stop the overall story.