Well, see, this is the great thing about a user review: It doesn't hurt anybody. It's not affecting average press scores, it doesn't represent the collective opinion of any particular media output, and it is in no way "official." It is simply the organized thoughts of a man who didn't like Heavy Rain and decided to write about how he didn't like Heavy Rain. You can choose to take my words into consideration or ignore them. I never would have tried to get this posted as a staff review, even if Jason hadn't written one already. Because no, it wouldn't have been fair.
I do want to clarify something, though: While I'm generally biased against the adventure genre, I didn't rent Heavy Rain with a "this is going to suck and I can't wait to bash it" mindset. See, I'm not totally opposed to the idea of an adventure game being good. The trouble is that I find the genre almost fundamentally flawed in the sense that nearly all adventure games seem to exist for the sole reason of bringing to life some decidedly non-gaming idea on the part of the developer. Still, as I said at the beginning of the review, I'd be willing to forgive Heavy Rain for not being a real game if the storytelling aspects really were as good as they're hyped up to be. Trouble is, they aren't.
Funny thing, though: Very few of the complaints I bring up in my review would still apply if Heavy Rain's playable bits had more meat to them. I compared it to BioWare, my current favorite developer, who I think do a fantastic job of finding middle ground between interactive narrative and gameplay that's certainly engrossing enough to stand on its own. Heavy Rain makes the bold move of dumbing down interactivity to the point that it's barely relevant, and doesn't do enough to compensate for it. This was always going to be an all-or-nothing experience for me.
On a side note, I'm pretty sure all of Heavy Rain's most memorable scenes involved Ethan in some way. Like, the bit with the electric wires was also excellent. Though you couldn't realistically build an entire game around such material, so in a weird way, such sequences are improved by the matter of the rest of the game being so uninteresting.
You exist because we allow it. And you will end because we demand it.