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Indigo Prophecy

aka: Fahrenheit
Moby ID: 19212
Windows Specs
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Conversion (official) Included in Special Edition

Description official descriptions

January 2009. On a cold, snowy night in New York City, an ordinary citizen named Lucas Kane, under the control of an unknown force, unwillingly murders a complete stranger in a diner. Once he comes to senses, Lucas realizes he must escape while leaving as little evidence as possible behind. Barely managing to accomplish that, Lucas contacts his brother and tries to understand what has caused him to commit the crime, recalling the events of his own past in the process. Meanwhile, two police detectives investigating the murder, Carla Valenti and Tyler Miles, are determined to find the perpetrator, at the same time trying to deal with the personal problems of their lives.

Indigo Prophecy (Fahrenheit in Europe) is a psychological thriller in which the player is able to control different characters on both sides of a murder - the killer and those who are trying to find him. The game's core gameplay style is adventure. The three protagonists explore various locations, talk to other characters, and interact with the environment in order to advance. However, the game is heavy on various action-oriented sequences, from tasks that must be completed within a limited amount of time to quick time events, which require the player to press the correct button during a scene.

The game emphasizes realism in the player's interaction with the environment. For example, picking up a rag and cleaning the floor requires the player to move the mouse or the analog stick back and forth, imitating the actual movements of the object. Dialogue with character often imposes time limits on the player; failure to choose the optimal response in time will prompt the game to choose another, not always the optimal one. The player's choice will sometimes influence the subsequent events and the outcome of the entire story, eventually leading it to one of the three possible endings.

Cinematic treatment is evident in the game's handling of action-based gameplay and cutscenes, which are often seamlessly integrated into each other. An example of this is the split-screen technique, which is often used during the game's most dramatic moments: while the player is trying to complete the required action in time on one screen, another one displays what is happening around the controlled character.

Spellings

  • 全面失控 - Traditional Chinese spelling
  • 靛青预言 - Simplified Chinese spelling
  • 인디고 프로페시 - Korean spelling

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Credits (Windows version)

192 People (189 developers, 3 thanks) ¡ View all

Reviews

Critics

Average score: 84% (based on 96 ratings)

Players

Average score: 3.8 out of 5 (based on 213 ratings with 15 reviews)

Some of the best voice acting and story writing ever.

The Good
The game starts out as a kind of detective or police procedural, then subtly morphs in a more sci-fi direction. The game play is unusual and not like all the other games out there. The story was important to the game and satisfying. The voice acting was nominated on several sites as being the best of the year. It was believable and realistic and added to the experience of the game.

The Bad
The graphics weren't anything special.

The Bottom Line
An adventure RPG with a unique game system.

Windows ¡ by David Gasman (5) ¡ 2006

Amazing and original in some aspects, sorely lacking in others

The Good
I liked this game for taking things in a new direction. I was a big fan of the "interactive movie" BioForge by Origin, but I now see all the things that it lacked. Indigo Prophecy has definitely moved things up a notch.

I found the so-called "intuitive" controls of Indigo Prophecy a very novel concept, something that I hope can be developed upon later. I didn't quite feel like I was really performing the actions, but I'd love to see somebody take this further in future releases.

Although I really didn't like some of the gameplay, I did particularly enjoy the sequences in which you have to control Carla's breathing in claustrophobic spaces and also solve simple puzzles at the same time. I wish there had been more! The time-based challenges were also very good at creating a sense of urgency.

The voice-acting, motion capture and general cinematic quality of the game are all superb. The action that takes place is really enjoyable and well directed. In almost every scene, the design and use of (sometimes multiple) camera angles is a treat for the eyes in some way.

The Bad
I found the challenge aspect of the game rather dull. The scenes were almost all easily figured out, because all you had to do was walk around until you found actions to perform. Some scenes/puzzles were almost insultingly simple, and the game just didn't really hold much compelling gameplay/puzzle-solving for me.

The arcade-y challenges were especially strange to me. I know I'm not much of a console gamer, but I really feel the DDR-esque action sequences and endurance button mashing didn't translate to the PC platform. With the exception of the claustrophobic Carla scenes, I felt they only distracted the player from the action (granted you can go back and watch them passively later, but still, they seemed trivial).

Despite vivid scenes and fantastic acting, the graphics didn't do them justice. The graphics didn't seem to be trying to do anything special, which I guess is because the developers were focusing on other aspects of the game. All the same, this detracts from the experience.

Finally, the final third of the story just goes completely off the rails. Major plot developments happen way too quickly at the end, and it seems like way too much was crammed in there. I was disappointed, because I would have liked to have seen some of the more fascinating aspects of the late plot explained in more detail.

The Bottom Line
Don't go into this game looking for gameplay is all I can say. I played the game on normal difficulty, and I think you've got to play it on difficult if you really want to feel challenged.

There's plenty of eye-candy in spite of the dated graphics, and the story is one of the best you'll see in a video game. Try to enjoy it as if it were a film as far as possible. Either way, play this game. It's flawed, but there's real innovation happening here.

Windows ¡ by phorque (123) ¡ 2007

Probably one of the best games out there...

The Good
One of the most impressive features of the game is its cinema-style presentation. You can basically shape the story based on the choices you make. Although the story itself deviates a little by your choices, it is still a great feature.

Personally, I was very impressed with this game when it first came out. I had very low expectations of this game at first since I really didn’t quite understand what all the fuss was about. After playing the first 10 minutes, I was blown away. I couldn’t believe how great the game was and I couldn’t stop playing it.

The game unfolds like a movie. So explaining the game mechanics is hard to explain without spoiling much of the fun. In other words, the game must be experienced, not heard about.

If I remembered correctly, you can play three different characters; with each character’s story intertwining each other.

The Bad
There are four things I really didn’t like in this game.

The first is the stress system. I don’t know if it’s actually called the stress system, but I think the name is appropriate. The stress system is basically your mental state throughout the game. Depending on what dialogue choices you make, actions you take, and things you see, your stress level can increase or decrease. If you’re happy and alert, you can handle certain things; however, if your stress level is very high, the game can end if you pick the wrong choices. For example, listening to music can make your stress level reduced. However, if you watch news reports about yourself, your stress can increase. If you are so stressed out, and you happen to do something that furthers increase your stress, the game ends.

The stress system is great, in my opinion. However, the problem with it involves what can increase and decrease your stress level. The game isn’t exactly clear on it and sometimes if your stress is really high, and the next scene involves your stress level increasing, your game can end.

The next thing I really didn’t like is the “plot twist.” Of course I won’t spoil it for anyone, but I think everyone who played the game thought to themselves, “Where the heck did that come from?!?!” The plot twist is really out of place and nothing seems to build upon it from previous dialogues and scenes. It made it appear as if the developers had an original story, then somewhere along the line they decided to throw in this plot twist without any time to fit it around the earlier scenes.

The next thing I really didn’t like was the interaction within the game. The game plays a bit of a “Simon Says,” where you have to move your left and right analog sticks according to what’s given on the screen. It’s alright, but it presents no challenge to the game. Basically, the two sure ways you can die in this game is by the stress level or missing a sequence to this “Simon Says” thing.

The final thing I didn’t like was the game’s length. The game was very short compared to other games. I think the game itself can be played in 4-6 hours.

The Bottom Line
I recommend this game to anyone who wants an interesting story, and a fantastic game. The game is very hard to explain in words and it’s best to just go out and play the game.

PlayStation 2 ¡ by Daniel Allen (13) ¡ 2007

[ View all 15 player reviews ]

Discussion

Subject By Date
Skipping cutscenes DreinIX (10433) Sep 25, 2009

Trivia

1001 Video Games

Fahrenheit appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Cut Content

In the U.S. version, the sex scenes have been toned down to maintain a Mature rating.

Development

  • Fahrenheit was first announced as an episodic game. With this business model, Quantic Dream wanted to sell the game at a budget price, and then release monthly episodes and half-yearly bundles. This concept allowed for cliff-hangers, red herrings, mysteries, and surprises, with a new build-up in hype every month. Ultimately, they did not go along with it and released the game as a whole, at a regular price.
  • The game was in development for five years - two years to create the tools and engine, two years to develop the game, and an additional year to sell it to the publisher.

Genre

The developers themselves do not call the game an adventure, but rather interactive drama, a story that is evolving according to the player's choices in the game, where gameplay is the story. It consists of bending stories, with a beginning, a middle and an end, but everything in between can be stretched or has multiple paths.

Publishing

The game was first to be published by Vivendi Universal, but developer and publisher parted ways in November 2004 because of differences in creative vision.

References

  • Early in the game when the player wakes up as Tyler there is a desk in the bedroom with an action figure on it that when checked says: "This is a figurine of Sox, a character from my favorite videogame." Sox is a robot from another Quantic Dream game, Omikron: The Nomad Soul.
  • At one point of the game there's also news about Omikron on the Internet. It can be accessed from Tyler's computer at the police station. Notice also how much the archive computer in the basement of the police station looks like a Commodore VIC-20.
  • The concept of an Indigo Child is an actual theory, though not quite the same as the game presents it.

Technology

The game contains thirteen hours of full body and facial animation, which, according to the developers, has never been done in a video game, a TV series, or a film.

Tutorial

In the tutorial, the player is introduced to the game in a training room by director David Cage, not just with a voice-over, but using a rendered model as well. He also briefly discusses his creative vision.

U.S. Title

The decision to rename the game Indigo Prophecy in the U.S. was made by Atari. Fahrenheit suggests September 11th because of Michael Moore's critical film Fahrenheit 9/11, even though it's equally well known as a temperature scale, or in reference to Ray Bradbury's book Fahrenheit 451.

Awards

  • 4Players
    • 2005 – Best Adventure of the Year
    • 2005 – Best Innovations of the Year
  • GameSpy
    • 2005 – PC Adventure Game of the Year
    • 2005 – PC Adventure Game of the Year (Readers' Vote)
  • Golden Joystick Awards
    • 2005 - Unsung Hero of the Year* PC Powerplay (Germany)
    • Issue 04/2006 - #2 RPG/Adventure in 2005 (Readers' Vote)
    • Issue 02/2006 - Most Innovative Adventure in 2005

Information also contributed by Jeanne, Mr. Sefe, piltdown man and Zack Green.

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  • MobyGames ID: 19212
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Contributors to this Entry

Game added by Jeanne.

PlayStation 4 added by Sciere. Xbox 360 added by Parf.

Additional contributors: Unicorn Lynx, Sciere, Zeppin, Paulus18950, Patrick Bregger, Rik Hideto, FatherJack.

Game added September 20, 2005. Last modified May 30, 2024.