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Review
Indigo
Prophecy
(aka Fahrenheit)
| Developer: |
Quantic Dream |
| Publisher: |
Atari |
| Genre: |
Adventure/Action |
| Release
Date: |
October 2005 |
| Platform: |
(version
reviewed), 
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Review by Randy Sluganski

November 14, 2005 |
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Every year or so another
starry-eyed developer promises the adventure community a game that
will revolutionize the genre and thrust it
back into the mainstream, and every year the adventure genre continues
to plod along with nary a change – excluding better graphics – from
the very first graphic adventures almost two decades past.
Until now.
For Indigo Prophecy is the game that finally, seamlessly meshes
both action and adventure, both cutting-edge technology and old-fashioned
puzzle solving. That it does so while also managing total immersion
is even more amazing (in fact, I twice, literally lurched back in
my seat and think I may even have soiled myself during one scary
sequence). Indigo Prophecy is the game that Shenmue ultimately failed
to be. Whereas Shenmue bogs down in the mundaneness of everyday details,
Indigo Prophecy knows where to draw the line while still maintaining
a realistic atmosphere.
David Cage, the director,
is well-known in the adventure community for his groundbreaking
Omikron: The Nomad
Soul starring David Bowie.
His goal with Indigo Prophecy was “to create an experience
based on storytelling, characters and emotion.” Not only has
he succeeded, but it is possible that Indigo Prophecy could be the
spark that reinvents and rejuvenates the adventure genre much as
Doom did for first-person-shooters. If you are not familiar with
David Cage – and to be fair, while he is a gaming rock star
in Europe, he is little known in North America – you will be
once the game begins as he masterfully hosts the opening tutorial
much like Alfred Hitchcock used to introduce episodes of his namesake
television show.
At times, Indigo
Prophecy feels and plays like a Alfred Hitchcock thriller which is really
no surprise when you consider that Guillaume
de Fondaumiere, the Executive Producer, also developed Arxel Tribe’s
Hitchcock: The Final Cut (it is ironic though that Indigo
Prophecy feels more like a Hitchcock thriller then did The Final Cut, which
was based on the master of suspense’s classic movies). Guillaume’s
previous efforts – The
Legend of the Prophet & the
Assassin,
Faust & Ring: The Legend of
the Nibelungen to name but a few,
were quirky, but admirable, choices that always seemed to be just
a few pixels shy from critical and financial success, but now, teamed
with David Cage, Guillaume seems to have found his muse.
What many of you may not
be aware of is that there are actually two versions of Indigo
Prophecy.
The North American version, known
as Indigo Prophecy, has been edited for sexual content. The European
version, known as Fahrenheit, includes some scenes of lovemaking
(a European developer once asked me if I thought it would be advisable
to leave in a scene that showed a woman’s nude breast in his
game for the North American release, to which I replied, “Only
if you also blow out her brains with a BFG). Also, the original title
Fahrenheit was changed for Atari’s North American release,
because – according to a source that shall remain anonymous – there
was some concern that us stoopid American consumers would associate
the title with Michael Moore’s documentary Fahrenheit 9/11.
Keep in mind that although Indigo
Prophecy is not a perfect game,
it is still the best and most innovative adventure game since the
2000 release of The Longest Journey and will, without a doubt, be
included in many year-end top 10 lists.
Now that you’ve
suffered through my excruciating minutiae, let’s take a
look at the game with a hope that we can one day drool like petulant
adolescents over the salacious European version.
There is nothing more
boring and tedious than the tutorials that preface a game. Over
the years, numerous developers – recognizing
that the tutorials are a necessary evil as game controls become more
complicated – have gone to outlandish lengths in futile attempts
to disguise their tutorials as entertainment rather than a learning
process.
Not so with David Cage,
in fact, he has returned the tutorial back to its purest form – an empty sound stage. On said stage is
a limber-jointed mannequin, nearby is the character who will help
you lead the mannequin through its permutations – David Cage
himself. While some may find this intrusive, I thought it a refreshing
change of pace, almost as if the director were kind enough to take
time from his day to provide me with a personal, behind-the-scenes
view.
Maybe you have noticed
the movie terms in the above paragraph –sound
stage and paragraph – along with the previous references to
Hitchcock movies. This is because David envisions Indigo
Prophecy as a movie rather than a game. In fact, the menu prompt to start
a game is ‘New Movie’. But rather, Indigo Prophecy is
a movie that plays like a game and a game that has the narrative
flow and emotional power of a movie (Think of it in terms of the
eternal Reese’s Peanut Butter Cup conundrum – is there
chocolate in the peanut butter or peanut butter in the chocolate?).
As the game begins, we
witness not a murder, but a ritualistic slaughter as the normally
docile Lucas Kane emerges from a bathroom stall in
a zombie-like state to unpleasantly surprise a fellow restaurant
patron who has picked an unfortunate moment to release his bladder.
Once the cinematic has ended, we then take control of Lucas and alter
the face of adventure gaming forever. For now, not only is Lucas’s
destiny in your hands, but you will have full control over almost
every minuscule detail of his life.
As Lucas regains his normal demeanor and realizes the horrendous
act he has committed, you now must decide his next course of action.
Should he just walk calmly from the restaurant as though nothing
had happened? Well, a split-screen shows us that a policeman has
since entered the restaurant and is sipping coffee at the counter.
Maybe it would be best if we were to drag the body into an empty
stall. But if you do, take care to wash the blood from your hands
at the sink before leaving the restroom. And that blood on the floor,
should you mop it up? Oh oh, the split screens shows the policeman
leaving his stool and walking towards the restroom. Quick, make a
decision!
Now the entire game does
not require such split-second decisions, but much of it does and
it does become emotionally draining as you
delve deeper into both the game and the psyche of the characters
for you will eventually also play as Carla Valenti and Tyler Miles – both
NYPD detectives – and Markus Kane, Lucas’s brother and
neighborhood priest.
Nor will you always need
to make such important and life-altering decisions. Oft-times you
may only need to pour a glass of wine or
take your medication (but be careful when you take your medication
for, just as in real life, if you don’t follow the prescription,
you will die!). It is these mundane, everyday details that push the
game into the realm of an involving, affecting experience as you
become familiar with the routines of the characters and go along
for the ride as their personalities undergo subtle - and sometimes
life-altering – changes and you feel as though you were personally
responsible for those changes!
If you think all of this
sounds stressful, well it is even more stressful for the game characters
mental health as certain moral
choices and physical actions you decide to undertake can have positive
or negative effects on their mental health and lead to negative outcomes
or even depression. A character’s Mental Health Bar is located
in the bottom right of the screen and if it gets too low, you can
counteract some of the effects by using common, everyday methods
such as drinking a glass of water or soda or simply resting. It’s
just another nice touch that adds to the realism and interactivity
of the game.
There is no need to worry
over missed dialogue or even evidence as the game’s AI will not allow you to advance unless you have
the minimal amount of information you need to understand the story’s
progress. There were times I overlooked what could have been considered
crucial evidence, for example a book left in the diner at the initial
crime scene. But instead of being artificially forced to replay that
chapter or wandering around an area unable to advance until I found
the necessary ‘trigger,’ my character was allowed to
continue and was later given the book by a police office who stated, ‘hey
detective, we found this book at the crime scene.”
What personally draws
you into the game though is that the same commands are often used
to question a suspect as to escape a pursuer
and thus action sequences feel as natural as routine activities.
The keyboard arrow keys need only be pressed in the direction indicated
by a moving red dot at the top of the screen in order to perform
an action. The same method is also used to choose dialogue options
with the added pressure of a rapidly shortening blue bar that forces
you into snap decisions – think of it as an updated version
of the dialogue tree.
The arrow keys are also
used in certain sequences requiring feats of strength by pressing
both the left and right arrows alternatively
as quickly as possible. This was one of my small quibbles with the
game as the quick key pounding was reminiscent of those old Track & Field
games where the only skill required was finger strength.
The most intriguing and
original command though is saved for the ‘action’ sequences.
These also involve the arrow keys, but now they must be pressed – up,
down, left or right – to correspond to colored rings that flash
at the top of the screen. It’s basically a version of Simon
and though it takes some time to feel comfortable with, it does become
very involving once mastered. This also leads to one huge, though
not insurmountable, problem though as you become so focused on following
the patterns that it becomes difficult to watch the onscreen action.
It would have been a welcome addition to have an option to watch
all of these sequences in full at the end of the game.
The voice acting is excellent
as is the film-quality soundtrack by Angelo
Badalamenti (Blue Velvet,
Mulholland Drive, Twin Peaks etc.) and music tracks by Canadian band Theory
of a Deadman (Spider-Man soundtrack). The main menu has a plethora of nifty special features – concept
art, Making of Material, movies, etc. - that can be accessed by spending
Tarot cards found during gameplay.
Indigo Prophecy is an
immersive, cinematic experience that succeeds due to an excellent
script, believable characters and the impudence
to go where no adventure game has gone before (btw, I do fervently
hope that the powers-to-be at Quantic Dreams are smart enough to
ignore the moronic – and that’s not the word I really
want to use - advice of the console community, such as PSM Magazine,
who wrote that Indigo Prophecy would be a better game if it had “less
talk and more action.” Stupid, stupid twitch jockeys.)
Does Indigo Prophecy have
its faults? , Sure it does, it is at times overambitious, the end-game
is a little too ‘actiony’ and
there are some plot twists that probably looked great on paper, but
fall flat during the course of the game - but better to have tried
and failed then to just be another run-of-the-mill game. No game
is perfect, but Indigo Prophecy will be the standard bearer for a
future generation of adventure games and would be a great candidate
for a feature film. It deserves to be played, scrutinized and devoured
by all gamers – action and adventure, casual and hardcore alike.
Final Grade: A+
(find out more about our
grading system)
System Requirements:
- Windows 98SE/Me/2000/XP
- Pentium III 800 MHz or faster
- 256 MB RAM
- Approximately 2 GB free hard-disk space
- 8x CD-ROM drive
- 32 MB Windows 98/Me/2000/XP-compatible SVGA video card*
- Windows 98SE/Me/2000/XP-compatible sound card*
- DirectX version 9.0 (included) or higher
*Indicates device should be compatible with DirectX version 9.0
or higher
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