| Cover Art |
 |
| Credits |
Platform: Xbox
Also available on: PS2, PC
Publisher: Atari
Developer: Quantic Dream
OFLC Rating: MA15+
AKA: Indigo Prophecy |
It's been a long time since games provided
a completely interactive experience, or near enough
to. So often games seem to come down to driving
fast, beating the Christ out of someone, or straight
up blowing them to hell. Sure you get RPG's
but they're a very select (though large) minority
in comparison, but even they aren't truly
interactive and rely more on story and adventure,
and you get your larger adventures or puzzlers where
the interactivity varies but the most it really
ever comes to is looking and touching with constant
and repeated results that only ever incite a proper
reaction when a key object is programmed to do so.
Finally, Quantic Dream and Atari have teamed together
to bring us one of the most in-depth and thought
through adventures available.
Fahrenheit, or Indigo
Prophecy in case you're reading
this in the United States, is a supernatural thriller
that sees gamers take on the role of Lucas Kane,
a man who finds himself under the control of a
supernatural power and forced to murder a man
in the bathroom of a small diner in New York.
When he comes to, he has no idea what has happened
and discovers that his perception has broadened
allowing him to see into a world no others can.
Sounds kinda new, but here's the interesting
bit, you also play as Carla Valenti and Tyler
Miles, the two detectives investigating the murder
Kane committed. So while you try to help Kane
survive and avoid being caught by the police,
you must also play as the cops trying to solve
the case and actually catch him, and depending
on how you play each section, you can make things
easier or more difficult for yourself when it
comes to playing the other. It's an interesting
spin on gameplay that I haven't come across
much before, and those games that do similar things
haven't been as well executed as in the
case of Fahrenheit.
The gameplay is truly what sets this game apart,
but that said, it's also the gameplay that
ultimately detracts from particular segments of
the title. The world is totally immersive and
has been made as 'realistic' as possible.
Sure the graphics aren't up to scratch for
the X-box, but the realism comes in the environment
and your interactions with it. Just about anything
not nailed down or shut can be moved or opened,
and everything is logically placed so a lot of
this game comes down to real world thinking. I
found myself thinking a number of times that because
this was a video game, there'd be certain
ways of obtaining things, when really they were
just there were they should be, not locked in
a room which needs such and such a key to unlock
it, but said key is locked in a box requiring
you to solve a puzzle before opening it. The interactivity
between characters is the most interesting aspect
of the game, and the timing that comes with it.
For instance, the morning after the murder, the
police come to your house, and you are presented
with a large number of things that might arouse
the suspicions of the officers outside. Take too
long and their suspicion rises, leave certain
things out, hide things in the wrong place, leave
cupboards ajar, not make your bed or wash your
face, literally all manner of things can incriminate
you. It really does raise a level of paranoia
in the gamer to make sure you're covering
your tracks perfectly, but even overdoing it can
lead to trouble, so there's a very fine
line you have to walk to remain a free man. On
the flip side, sloppy police work will result
in severe problems for Carla and Tyler. There's
an identikit moment where the player must piece
together an image of Lucas for the detectives
based on predesignated features. I thought I actually
came pretty close, but the results told me otherwise,
not even reaching twenty percent accuracy, and
because of this, the identikit image becomes useless.
When talking to people it's as close to
real world logic as in game conversations can
come. You are literally given split seconds to
steer the conversation. In a number of games you
are given a number of questions you can choose
from to acquire the information needed to progress.
Here you are given only so many one word 'ideas'
or paths to send to conversation, and if you fail
to choose one in time you can ruin the chances
of obtaining any info at all, similarly if you choose to take to wrong path in conversation you
can effectively kill opportunities for progression
or lower your characters 'zen' level.
The 'zen' level is basically the
health metre. It's an interesting idea,
similar to the sanity metre in Eternal
Darkness, where certain events can alter
the mood of the character. The best you can reach
is Neutral, and it drops down to Tense, Anxious,
or Depressed and if it gets too low your character
will commit suicide. While you do have control
over the Zen metre, there are moments where your
mood will drop or rise during moments you have
no control over (such as cut scenes). There are
huge amounts of things that can vary the mood
level, having a snack or drink, cleaning up a
bit, making progress in the investigations, talking
to the right people, heck, even taking a whiz
puts it up. The most hilarious one is the sex
scene though. That's right, sex scene! I'll
explain a bit more a little later, but perform
well and you get a massive Zen boost, perform
poorly and obviously it goes the other way.
In spite of so many moments of gaming brilliance,
there are a number of drawbacks that are especially
noticeable on the X-box. The most obvious is the
graphics. They are good at best, but nowhere near
what it likely could and should be on the X-box.
It feels more like a game that was developed for
PlayStation 2 and ported across, but even the
PS2 is capable of better graphics than what is
present here. The frame rate is constant and everything
is smooth, it's just that the textures are
muddy and rather behind the times for a game as
recent as this one. The biggest detractor in my
mind though is the use of rhythmic pattern or
button mashing puzzle situations where you must
co-ordinate button actions with commands on screen
in order to progress past certain areas. Sometimes
it works, like playing the guitar and the sex
scene, but most of the time it gets in the way
horribly, particularly during action sequences.
You want to see what's going on in the back,
but you can't because you have to keep your
eyes glued to the button commands in order to
survive. It would have been far better if there
were ways to play these sections of the game out
instead of letting button patterns dictate the
survival of a character who you can't really
pay enough attention to to realise what he's
truly in danger of. And when you do catch what's
going on in the back it's a shame because
it looks like a really exciting section of the
game!
The game is also a little on the short side and
even on the normal difficulty, players who can
get the right mindset when playing will have it
finished it in a day or two of solid playing.
There's a huge amount of replayability though
if you want to try taking different courses of
action to see how it alters the game's progression,
and there are a number of alternative endings
to the title.
Fahrenheit's atmosphere
is terrific. As you delve deeper and deeper into
the supernatural elements of the game, the score
(written and composed by Angelo Badalamenti, who
worked on the soundtrack to David Lynch's film, Lost Highway) really comes into
it's own. At the beginning it feels a little
out of place with the creaking violins and such
(and the fact that it's constantly repeated),
but as things go on it builds more and more and
really heightens the mood the game intends to
evoke. There are also some licensed tracks from
Theory of a Dead Man which are worth a listen
to. The sound effects are all perfectly placed
and though some are stock standard, the majority
work where they're placed, but the real
draw card here is the voice acting. It's
lip-synched perfectly for the most and the acting
really is very genuine, though no notable names
are among the cast.
Now, before I wrap it up, I really do have to
mention the sex scene, because it's hilarious.
I never thought I would play a game outside of
the Leisure Suit Larry games, with such a gratuitous
sex scene. Kane's ex-girlfriend comes around,
she's a bit of a push over when it comes
to getting into her pants and before you know
what's happened, you find yourself having
to control a sex scene with a Theory of a Dead
Man song playing over the top. I'm sure
it's meant to be meaningful and slightly
erotic, but it's really, really funny. There's
also Carla's shower scene later in the game
which is kinda funny too.
Anyway, Fahrenheit, or Indigo
Prophecy is worth a look into, it may
not please horror enthusiasts looking for bloodshed,
but fans of the older Sierra titles such as the Police Quest games, the Gabriel
Knight games or Dagger of Amon-Ra will likely enjoy this one. It's nowhere
near perfect, and will probably feel more at home
on a PlayStation 2 than the PC or X-Box, but it
does try a number of new things in terms of gameplay
that might well garner it a bit of a cult following
among gamers across all systems. |