I enjoyed Heavy Rain enough, but it's way more linear than it seems to be. There's not nearly enough alternate outcomes for a game that prides itself on choice. During the backwards driving scene, you could mess up every single outcome, and he still won't die. The opening is completely out of your hands. By and large, the ending stays the same.
Growlanser II handled freedom of choice better than Heavy Rain did. Many events in the game can change entirely based on the smallest decisions(like Charlone not attending the Unicorn Knight training just because the main character got poisoned, if you opt to stay behind).
I thought they did an admirable enough job there though. For characters dying and personal choice, there's only so many ending you can make before they turn half-ass (like Star Ocean 2's 100+ "endings" which too often was left at Character 1 + Character 2 having a quick chat together) or essentially there would be way too much work to reflect the way it turns out in real life (by that I mean an endless array of possible outcomes).
I remember a friend complaining, thinking, "I was hoping the killer would change in different endings" -- I thought an idea like that would be stupid and ruin the credence of who the killer actually was and his reasoning behind it. Some things need to go a certain way.
If you're gonna complain about endings, complain about ME3's style of
"different" endings.