Monday, December 15, 2014

Fahrenheit / Indigo Prophecy (2005) Review



Lucas Versantvoort / December 15, 2014

Ah, the memories. I must have been about 14/15 years old when I first played Fahrenheit—or if you’re American, Indigo Prophecy. Naturally, the game blew my mind. I had been playing games for quite a few years, but Fahrenheit was more cinematic than anything I’d experienced up to that point. The ‘daily life’ gameplay Quantic Dream is famous for was for me quite a revelation back then, the graphics were atmospheric, the voice acting was good, the choice and consequence system was exciting, the dialogue system kept you on your toes and the story was well presented…if only the developers didn’t jump the shark at the end.
            The game starts with some nice aerial shots of snowy New York City, accompanied by Angelo Badalamenti’s melancholy music. The camera zooms in on the place where all great adventures start, a diner’s restroom. Our protagonist, Lucas Kane, is being possessed by ‘something’ and murders another man. You take control and—in a Hitchcockian moment—have to quickly clean up the crime scene before anyone else walks in. Afterwards, you flee the scene and the police show up. Someone’s bound to notice a dead body in a diner’s restroom after all. The two policemen that are assigned the case are Carla Valenti and Tyler Miles. Already the game shows promise by allowing you to take control of Carla and later Tyler. (You spend the rest of the game taking turns controlling these characters.) Lucas tries to forget the ordeal, but is haunted by strange creatures only he can see. He thus decides he has to find a way to figure out what happened to him and why, with Carla and Tyler hot on his trail.
            A pretty basic setup, but the reason I still vividly remember this game is its cinematic nature. Developer Quantic Dream sped up the dialogue system. Whereas in most games you could have your glass-eyed protagonist stare blankly at his conversational partner ad infinitum while you thoroughly analyze every convo option, Fahrenheit presents you with the more cinematic option, a time limit: quickly select the option that seems most appropriate. The game also allows has these 'slice of life' sections where you can explore your apartment and just do things, interact with objects or people. Rather than slowing the game down to a crawl, these segments always felt really wonderful. Usually, games were all about moving from one action set piece to the next, so these sections were a breath of fresh air.
How does a game go from this...
...to this!?
The story and its presentation are also wonderfully done, but they’re also the game’s greatest weakness. While I thoroughly enjoyed controlling Lucas/Carla/Tyler and have them interact with their environments, the longer the story goes on, the more it you realize it’s taking a one way trip to Jumping the Shark Ville. I still find it downright sad to remember how such an engagingly presented story went full retard and make no mistake, it does with fucking aplomb, though I suppose I should’ve seen it coming as the very game begins with Lucas being possessed. Indeed, the game doesn’t hide its supernatural themes, but a lot of the gameplay felt so grounded that I could deal with it. But then some hooded guy stalks you, who turns out to be some ancient dude who’s been possessing people, having them kill others so he could extend his own lifespan. Why? Because he seeks the Indigo Child. Wait, what’s an Indigo Child? Some kid with special powers that mustn’t fall into the wrong hands. As it turns out, another cult or two are also after the Indigo Child and you have to protect her more or less. And then the end of the world is coming, etc. All this is told with a straight face, mind you! How, in merciful fuck, does a story screw up this bad? It would have been so much better had the story replaced all the supernatural nonsense and Matrix-styled fight scenes with a more ‘normal’ story, more focus on the three main characters and more ‘grounded’ gameplay. It says it all that it’s the little things I remember most dearly; working on the case in the police station with Carla and Tyler, questioning the waitress in the restaurant, walking around Lucas/Carla/Tyler’s apartments and doing stuff, thinking on my feet as I decide how to answer people's questions. It’s the kind of gameplay that let me take the story in on my own terms and pace and allowed me to slowly get to know these characters.
It’s a game I have fond memories of, but that storyline just defies belief. I recently discovered some people are clamoring over an HD remake of Fahrenheit. If Quantic Dream decides to make one, which I doubt, then the first things they need to do is fully rewrite the second half of the story, if not all of it.


Stray observations:

Fahrenheit was one of those games that was a bit controversial because of its sexual content. This was more of an issue in America, so the American version was censored, but not the European version. What I find most hilarious however, are the differences between the two sex scenes. One is just a cutscene, but the other allows you to…get interactive. I have no idea how the people over at Quantic Dream thought that was a good idea. Watching pixelated people—on the PS2 mind you—get it on is awkward enough without the game instructing me to ‘push up to thrust’…

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