Sunday, December 21, 2014

Fahrenheit (Indigo Prophecy) - Review (PlayStation 2, Xbox and PC game)



This is perhaps the first encounter I ever had with an interactive drama game and, quite honestly, I never would have thought it a genre that would become popular. 'Fahrenheit' was released in 2005 by Quantic Dream and was really a sort of early experimental game that would set the stage for their later games of 'Heavy Rain' and 'Beyond: Two Souls'. For its time, 'Fahrenheit' looks amazing and upon returning to it, understanding a lot more about the genre now that 10 years had passed, I found the experience to be significantly more enjoyable. 


Developer: Quantic Dream
Genre: Interactive drama
Release date: 2nd October 2005
Platforms: PlayStation 2 and Xbox
ESRB: T – Teen

Fahrenheit’ starts in a dingy men’s bathroom at the back of an equally grim American diner. An ordinary man murders another patron for seemingly no reason but everything isn’t what it seems as the murderer, Lucas Kane, wasn’t in control of himself when he committed this brutal killing. In fact, he barely has any memory of the incident and now he stands there, staring down at the bloodied bathroom floor, the body of his victim still lying there when, just a few feet away a policeman turns up. Lucas has limited time to dispose of the evidence, clean the place up, hide the body and escape the diner unnoticed whilst, all the while, the policeman draws closer and closer to the scene of the crime. This is where you’re dropped in and as the screen splits into two, simultaneously showing what you, as Lucas, is up to it tracks the cop’s conversation and movements in the next room. This is a game that throws you in the deep end and I experienced true panic as I matched the button combinations to mop the bloodied floor, pounding away at the triggers to drag the heavy corpse into a toilet stall and feeling stupid but desperate for dumping the knife in the bin by the sinks before hightailing it out of there. Walking past that policeman, casual as can be, and out into the wintery street was a true adrenaline rush and every moment was fraught with the terror of being discovered and the confusion of what the hell just happened. If anything, ‘Fahrenheit’ really does make you feel as helpless and confused as Lucas does within its opening moments and this deep character connection is only intensified as the game goes on. 



Now, this game is an interactive drama so there’s a great deal of cinematic style in there that makes you feel as though you’re part of a film such as those black bars at the top of the bottom, faux widescreen style. Quite often the screen will also show you two different perspectives when things are happening simultaneously. In times like this you can frequently choose who to take control of as the game consists of four main characters. We’ve already met one; Lucas, but his brother who happens to also be a priest, Markus is also playable. Then we’ve got the other side of the coin, a detective called Carla and an NYPD agent called Tyler who are both trying to figure out why ordinary people are killing total strangers all the way across New York. It’s a murder mystery with a difference for these detectives as the only similarity between all of the murders is that they all share the same ritual patterns. Yes, there’s some kind of witchcraft at work here, but in modern day New York that’s basically madness. The constant switching up of perspective is far from confusing and I actually found it really refreshing to switch between the official side of things and then the everyday madness that is now Lucas’ life whether that’s trying to cover his own tail by laundering his bloody sheets or cowering in his office cubicle as disturbing visions plague his every waking moment. 


 
The game holds a real mystery even though satanic ritual stuff is hardly new ground but, quite honestly, ‘Fahrenheit’ manages to get such a hold on you that you don’t mind a few clichés here and there. The narrative is interesting and the storytelling rather superb and, with alternate endings, there’s a nice amount of re-playability as you explore how things could have turned out had you acted otherwise. An interesting feature of the game is that Lucas Kane has a mental health meter which deteriorates as bad things happen to him and which can be improved by looking after him. Now this isn’t the Sims but you will experience a Game Over if the meter is empty as Lucas will, depending on the scene you’re in, commit suicide or experience a mental breakdown. It’s an odd thing to do but simple things like having Lucas eat, urinate, receive good news or made a positive discovery that aids him in some way all add on points in making the poor guy feel better. Counteracting against your efforts at keeping him mentally healthy are generally just the in-game events such as the opening scene which, unsurprisingly, cause Lucas a fair bit of stress. 



Everything is interactive as I mentioned before, if you’re familiar with Quantic Dreams more modern games you’ll know exactly where I’m coming from. Conversations are led by you in that you pick dialogue options and action sequences require a fair bit of button pressing at the right time where, if you mess something up, you can often die instantly. I had real trouble during a chase scene through the office with Lucas and it did take me several attempts to get it right due to my apparent inability to put the analogue stick in the right direction when commanded to. It wasn’t too frustrating however as the checkpointing system is done really well and you rarely have to go back over new ground. What struck me as another unique feature, ‘Fahrenheit’ seems to be full of them really, is that conversations have a ‘suspicion’ meter when you’re controlling Lucas in conversations. An example of this is that, directly after the murder, a policeman comes and knocks on Lucas’ door and asks to look around his flat. If you hadn’t done things like cleaned up the bloodied bedsheets and your blood stained clothes then the suspicion meter will instantly rise but it’s not just obvious indications of murder like that that you need to watch out for. If Lucas fails to give convincing answers to probing questions then the NPC will become more and more suspicious of Lucas. To make matters worse you need to answer questions in an allocated time slot, failure to do so either ends the conversation abruptly or leads to Lucas answering in a sort of ‘default’ manner.



The plot of the game is described by the developers as ‘elastic’ in that it follows an overarching plotline but will stretch to accommodate player decisions. What I particularly love is the way in which your decisions and actions as Lucas effects the information the other characters you play have to go on. At the beginning of the game if you fail to clean everything up in the bathroom then Carla and Tyler have much more information to go on and, later on in the game, Lucas’ identity will be discovered much more easily by the police. This quite subtle evolution in which the way you play the game effects the way the story progresses is really quite enjoyable and, alongside those alternate endings I mentioned, means you can run through the game a few times to explore the differences you can inflict upon the world. Of course, the plotline is the same and does not really deviate from itself but the game isn’t exactly lengthy and there’s enough there to warrant a second playthrough.



Graphically the game isn’t exactly stunning, especially not in late 2014 what with the release of the PlayStation 4 and Xbox One and all of the sexy games that we’re so used to now but, it’s not bad looking either. Weather is quite a big focus in the game, as you’ll discover if you play it, and the entire time you’ll be experiencing a sort of eternal winter’s scene in New York which looks really quite lovely and is fairly well done. Characters are all very unique with defined personalities and facial features that aren’t exactly smooth but which are surprisingly individualised and you’ll be coming across quite a range of NPCs to converse with. The music composed for the game is actually from a film composer, Angelo Badalamenti and the expertise shows as the background music is particularly atmospheric and very subtle. Its general purpose is to provide an emotional backdrop to the scenes in the game and it does this well, never feeling like a generic haze of instruments and instead coming across as a part of the story rather than something overlaid with it. 



At times I found ‘Fahrenheit’ to be a little slow paced and sometimes I struggled with the times where fast reflexes were required but, aside from this, the experience was thoroughly enjoyable. When I first played it upon its release I found it far too intimidating to even get very far in it as the pressure it puts you under is instant and incessant. There came a point where I was less worried about Lucas having a mental breakdown and was more worried for my own sanity as, upon realizing I hadn’t tidied up after the murder before answering the policeman who was essentially trying to hammer the door down with his knuckles, I was verging on a panic attack. You only make the mistake once though and, upon retrying the level, I learnt to be cautious about the way I went about playing the game. Turns out there are no second chances when you’re playing as a murderer.

The Good:

  • Fascinating premise, brilliant opening scenes 
  • The ability to change between characters offers up new perspectives on the same story 
  • Well written narrative and excellent storytelling  
  • Although I’ve seen the occult re-written in lots of different ways, this one was still new to me 
  • Quite beyond its time in terms of atmosphere and game mechanics 
  • Lovely music, not bad looking 
  • Decent characterizations and you do tend to emphasize with Lucas 
  • Interesting gameplay features like mental health meter and suspicion meter 
  • Feels like a film with faux widescreen shots, chapters and split perspectives
The Bad:
  • Some lip syncing problems and graphical constraints due to the age of it 
  • A little slow paced at times may turn some people off  
  • Stressful quick time events can lead to frequent retries  
  • Tyler is a pretty lacklustre character who doesn’t really have enough impact 
  • A sort of ‘Simon says’ button mashing system is confusing and flawed
The Score: 8/10

Final thoughts: “Quantic Dream’s first real mark on the gaming industry as they pioneered into the interactive drama genre was a complete success. I found the game rather stressful because I can’t handle pressure when on a time limit but once I got into the swing of it I really enjoyed myself.”