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The Origami Killer.

The name alone is enough to paralyse a tormented city.

Children are going missing, snatched from their parents and disappearing into the shadows – only to be found days later drowned in rainwater.

In their lifeless hands is found an origami figure, seemingly crafted by the killer.

But who is he? Where is he? Or is “he” a “she”?

And most chillingly of all − who is next?

Newspapers speculate and fuel the fear rippling through the streets, social media is in meltdown as stories and pictures are told and traded, and the police – well, the police are desperately trying to figure out the killer’s next move.

Welcome to the city that never sleeps… because it can’t.

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The quest to unmask the Origami Killer lies in the hands of four people − complete strangers whose lives are about to become intrinsically connected.

By playing as all four characters you need to think fast and act even faster, as every choice and move you make can result in dramatic, game-changing consequences; and even determine who lives… and who dies.

How their stories end is entirely up to you.

There is only one thing you need to ask yourself; one killer question: how far are you prepared to go to save someone you love?

ETHAN MARS

Ethan Mars

“Everything I did, I did for love.”

An award-winning architect living on the east coast of America, Ethan Mars is enjoying life.

He owns a beautiful home and is married to loving wife Grace − and together they are raising two vibrant young boys Jason, 10, and Shaun, eight.

He seems to have everything…

…but everything is about to change.

NUMBER OF POSSIBLE STORY ENDINGS: 7

PLAYED BY:
PASCAL LANGDALE

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GAME MAKER DAVID CAGE SAYS

WHY I CAST PASCAL TO PLAY THE PART OF ETHAN MARS:

“As with all of our games, we take great care in casting our actors. This is a very lengthy process during which we screen a considerable amount of talent for each role.

“For Heavy Rain™ we had an additional consideration to make, which was the availability of the actors over a relatively long period of time.
“The project was groundbreaking as we had decided to use a then-new technique for the facial capture. We knew that we would have to experiment a lot, especially with the main actors.

“So we chose to work with people who, apart from their acting talent, would be eager to learn this new technique with us.

“Pascal is not only highly talented, but he was also one of the actors who responded the strongest to the technical challenges and experimentation.

“It was very apparent from the start that he would ‘go the extra mile’ with us to master this technique.”

WHY HIS PERFORMANCE STANDS OUT:

“Ethan Mars goes through a true emotional rollercoaster.

“He starts his journey as a caring father living a perfect life with his wife and children – but then he has to go through hell to save his son who is kidnapped by a serial killer. In between this he loses pretty much everything… it is a very difficult role to play.

“There was something very genuine about Pascal’s casting performance and we could clearly see that he understood the role of the tormented father.

“For me, the most impressive moment was the scene where he has to cut his finger. His performance was so convincing that it was even difficult for the team and myself to watch.

It was at this point I knew I wouldn’t have to show blood in this scene to make the player feel this pain. Pascal’s performance was so powerful that I knew it would make a very strong impact.”

NORMAN JAYDEN

Norman-Jayden

“You’ve been chasing this guy for what, two years, and what have you caught, huh? Nothing!”

A highly regarded FBI agent, Norman Jayden utilises the ARI (Added Reality Interface) system that enables deep crime scene analysis and clue examination through an advanced virtual display.

Along with this new tech, his expertise in geoprofiling could pinpoint the killer’s hideout – but his presence in the police department isn’t welcomed by everyone, with a leading officer looking to take back control of the case.

NUMBER OF POSSIBLE STORY ENDINGS: 4

PLAYED BY:
LEON OCKENDEN

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GAME MAKER DAVID CAGE SAYS

HOW LEON EARNED THE CHANCE TO PLAY THE PART OF NORMAN JAYDEN:

“Leon stood out during casting as a very driven person.

“Like Jayden, there is something very intense about Leon when he focuses his attention on a task.

“When we met for the first time, he really looked like a rookie detective − a smart, determined young guy. Exactly the character I wanted.

“Michel Audiard (a very famous French film writer and director) said 90% of directing work is done at the casting stage: if you cast the right talent, you will have very little work to do on set. If you cast a talent that is very different from his character, it will require much more work, and with no guarantee of the result.

“With Leon (and the main cast in general), I really made my life easier as a director by getting actors who really emanated something very close to their character.”

WHAT IMPRESSED ME THE MOST ABOUT LEON’S PERFORMANCE:

“Norman Jayden is an FBI investigator with a troubled past.

“He suffers from addictions and is truly possessed by the case.

“What impressed me about Leon was that he was able to carry his character’s obsessions over the long period of time it took to shoot his part.

“He was always fresh and dedicated, and he performed all of the stunts himself − which gave us some emotions too…”

MADISON PAIGE

Madison Paige

“Looks like I flunked flirt class… he hasn’t even looked my way!”

Twenty-eight-year-old Madison Paige is an inquisitive news photographer whose life has been consumed by chronic insomnia and terrifying nightmares.

Her only respite is the sleep she finds in motel rooms – with one trip leading to a chance encounter that turns her world upside down.

NUMBER OF POSSIBLE STORY ENDINGS: 3

PLAYED BY:
JACQUI AINSLEY

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GAME MAKER DAVID CAGE SAYS

JACQUI WAS PERFECT FOR THE ROLE OF MADISON PAIGE:

“I write my scripts while I’m casting, as I’m eager to adapt the ‘voice’ of each character to the talent who will be playing them.

“For Madison Paige, I was looking for an attractive, athletic and daring journalist; someone who would be curious even in the face of great danger.

“But I also needed an actress who could, at times, be fragile and vulnerable.

“Jacqui struck me as being all of these things, all at once.”

I THINK FANS WILL CONNECT WITH JACQUI AS MADISON:

“I believe fans will identify with Jacqui because she is not the stereotypical female character you usually see in games.

“She is intelligent and daring; she cares for others and drives her investigation forward in a very meaningful way.

“Depending on how you play the game, she is not just ‘the beautiful girl in love with the hero’, but she is confronted with her own dilemmas as she has to lie to someone she loves, and in some scenarios she is really the one taking all of the risks to solve the case.”

SCOTT SHELBY

Madison Paige

“Listen, an investigation like this is dangerous − and I don’t have time to play the bodyguard.”

An old-school and tough detective, the private eye Scott Shelby is hot on the trail of the Origami Killer.

Hired by the victims’ families to investigate possible leads missed by the authorities, this former police offer cuts an imposing figure and is driven by a strong sense of justice.

NUMBER OF POSSIBLE STORY ENDINGS: 3

PLAYED BY:
SAM DOUGLAS

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GAME MAKER DAVID CAGE SAYS

I FEEL SAM MADE THE ROLE OF SCOTT SHELBY HIS OWN:

“I remember the day when we shot a scene towards the end of the game (I can’t say which one – spoiler alert).

“While the script said: ‘Scott Shelby bursts into tears’, I didn’t expect Sam to really start crying, which he did.

“In fact, he couldn’t stop crying and we had to take a long break following this take, which he had played to perfection.

“We all carry memories of something that scares us − sometimes rooted deep within us and dating back to our childhood.

“I believe there must have been something in Sam’s past that must have echoed with Scott Shelby’s story, and this made him truly understand the character and his motivations.”

I HAD SAM IN MIND FOR ANOTHER ROLE:

“We cast Sam to play the taxidermist in one of our initial test scenes − and he did an amazing job as a bad guy.

“But I discovered that although he could play a bad guy, he was also a very nice person.

“I was very interested in this contrast; the look of a tough, hard-boiled detective – who at the same time could be nice and empathetic.

“He is also the kind of character we rarely find in video games, which was also very appealing.

“His complex arc in the story worked well with his complexity as a person, so I quickly thought he was the perfect fit for the role.

“So we changed his face in the taxidermist scene (it is still him acting the part) and we gave him the role of Shelby, for which he delivered a stunning performance.”

Move head/character left stick
Walk R button
Interact right stick
Switch camera Q button
See character’s thoughts W button
Scan using ARI (Added Reality Interface) as Jayden E button
Pause OPTIONS button
Controls Screen Touch pad button

CONVERSATIONS

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You will have lots of opportunities to talk to different characters throughout your investigations.

Your conversation options will be displayed on-screen at the relevant moment – press the S, A, F or D button to choose what you want to say.

And remember: every word you say could change everything.

THOUGHTS

Delve into the minds of your characters to gain an insight into their thoughts and feelings.

Pressing the W button will show you exactly what the characters are thinking as they assess their situation and surroundings.

If you then press the S, A, F or D button, you can make your character react to a particular thought.

ACTIONS

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From pushing the right stick C to open a window, to waving your controller around to shake a carton of juice – you will discover that some actions are context sensitive and need you to perform specific movements.

Icons will be displayed on-screen showing you which movement is needed.

ADDED REALITY INTERFACE

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Added Reality Interface, otherwise known as ARI, is experimental state-of-the-art tech with the potential to revolutionise police and detective work.

By wearing special glasses and a glove, the user can gain access to crime scene analysis and create a virtual office space where information is stored, checked and cross-referenced at the simple wave of a hand.

FBI agent Norman Jayden uses the device while investigating the Origami Killer case.

Press the E button when investigating to get started.

TIPS

Hunting down a serial killer isn’t easy work.

Luckily the game makers over at Quantic Dream have shared a handful of hints that could help you unmask the villain.

  • The game difficulty setting impacts the action sequences, along with some of the more complex controller movements. If you’re struggling just lower the difficulty setting – it won’t affect your trophy completion.
  • The story continues even if you fail a task or an encounter. Don’t quit and reload your game at an earlier point – stick to your story and enjoy the consequences of your actions. There is no good path to follow, only your own.
  • When Madison is trapped in the Killer’s Place, you might want to head towards the kitchen.
  • After completing the game you can replay specific chapters, change your decisions and unlock different endings.
  • The control scheme is a bit unusual. Think of the left stick as a way to control your character’s eye movement. Make him or her look where you want to go − some interactions are triggered depending on where your character is looking.
  • Dim your room lights and avoid any distractions to fully immerse yourself into the story.

TROPHIES

Gold ALL ENDINGS – See all 17 story endings.
Silver NERD  – Discover all of the clues using the ARI system, and find the Origami Killer.
Bronze COLD AS ICE – Survive the explosion in the Killer’s Place scene by ‘keeping your cool’ when looking for a place to hide.

David Cage − co-founder of development studio Quantic Dream − reveals the inspiration behind Heavy Rain™ and how he feels about the multi award-winning game’s enduring appeal.

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DAVID CAGE WORKING ALONGSIDE ACTRESS JACQUI AINSLEY

WHERE DID YOU GET THE IDEA FOR HEAVY RAIN™?

“One day, I was shopping with my family in a mall, and all of a sudden one of my two boys vanished.

“My wife thought our boy was holding my hand, and I thought he was holding hers.

“We were instantly thrown into a state of panic and started to frantically call out for him, running around the mall like mad.

“We eventually found him a few minutes later in the video game area… they were the longest minutes of my life.

“Sometime later, when it was time to write our new project, I thought about this feeling of loss and distress, and I wondered if I could make an interactive experience that would recreate what I experienced in this mall.

“I initially thought it was impossible, and that video games were not meant to create this kind of emotion or tell this kind of story… but I knew I had to try.

“This is how Heavy Rain™ came to life.”

WHAT WAS YOUR REACTION TO THE CRITICAL ACCLAIM AND AWARD SUCCESS?

“When you work for more than four years on such an innovative project, you keep questioning if your story is strong enough − if it will resonate with the audience and if players will experience what you want them to feel.

“We always put a lot of effort into our projects, so there is a lot of pressure.

“When we saw the first critical reactions, and when the first awards came in, it was a big relief and very satisfying.

“I was very proud of my team, and I am very happy to share all accolades with them.”

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DAVID CAGE WITH QUANTIC DREAM CO-FOUNDER GUILLAUME DE FONDAUMIERE

WHY DO YOU THINK IT WAS SO POPULAR WITH FANS?

“I guess Heavy Rain’s popularity shows that gamers are ready for meaningful, story-driven video games.

“A part of our audience is longing for mature themes that resonate with them as individuals.

“They want games where they can shoot things and drive cars really fast, but not all the time.

“Video games are a fantastic medium because the audience can interact with the content. This is incredibly meaningful in the context of a story-driven experience where you can be in the shoes of the characters and share their emotions.

“It is up to us as video game makers to continue to fully explore this extraordinary potential.”

WHAT DOES IT MEAN TO YOU THAT FANS ARE STILL PLAYING YOUR GAME?

“I’m amazed when people tell me they just completed Omikron (our first game released in 1999). They say they loved it, and ask us to make a sequel.

“It is fascinating and encouraging.

“It means that we do leave an imprint, and while technology fades away, the core of the experience – the story, the characters and the emotion − still echoes with gamers.

“Through the years, we are proud to have a community of fans that supports our vision, and remains impatient to play our next title.

“This is the most motivating aspect of my work. We make games for people who enjoy them and understand what we try to achieve.”

HOW SATISFIED ARE YOU THAT YOUR GAME WILL NOW BE AVAILABLE TO A WHOLE NEW GENERATION OF PLAYERS ON A NEW CONSOLE?

“It is very exciting.

“A great number of people who own a PS4™ today didn’t own a PS3™ in 2010, and didn’t have the chance to experience Heavy Rain™ when it first released.

“I also hear a lot of our ‘fans of the first hour’ are looking forward to experiencing it again with polished graphics.

“We will hopefully also appeal to a new generation of gamers who might have been too young to experience Heavy Rain™ first time around, and who are now of an age to play it.”

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BAFTA GAMES AWARDS SUCCESS FOR QUANTIC DREAM

CONCEPT ART

Enjoy a collection of incredible concept art images created during the early stages of the game’s production.


MAKING OF VIDEOS

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Videos may contain story spoilers… you have been warned.

FROM THE ARCHIVES

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Jump into the PlayStation® time machine and relive key moments of Quantic Dream’s success with Heavy Rain™ on PlayStation®3.

David Cage talks about his work at E3 2009.

Guillaume de Fondaumiere, co-CEO of Quantic Dream and Executive Producer of Heavy Rain™, previews the game’s arrival.

The stars gather on the red carpet for the grand launch event in Paris.

David Cage reflects on the game’s success at the video game BAFTAs.


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