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Indigo Prophecy / Fahrenheit (European release)

 
 
Triplets
16:38 / 09.09.05
I'll lead into this with an excerpt from Tycho's news post:

The demo does something almost immediately that subverts the usual experience, and if it's all the same to you I'd rather not spoil any of it. The demo is available for free from the site. Developer Quantic Dream calls the game a manifestation of their Interactive Cinema philosophy, which posits (among other things) that anyone who likes a good story should be able to play videogames.

I'm going to leave this a few days and wait for people to experience it first before commenting. I played the demo last night and the opening introduction does subvert the normal track of immersing the player in the game, being told, "hey, this is more of a toolbox, so have fun experimenting!". Beyond that, it looks like this is the next healthiest step in point-and-click adventuring, and that alone makes me weep. Joytears.

Will chat about the interface, presentation, tricks and branching choices et al later.
 
 
Bamba
08:38 / 11.09.05
You might want to update the thread title or the summary, the games's called Fahrenheit in Europe so you might have potential contributors unknowingly passing your thread by. I've pre-ordered it after hearing really good things about it from practically everywhere.
 
 
Wombat
06:30 / 12.09.05
I liked it. But there just wasn`t enough in the demo to see how far it goes. I`m hoping it`s a computer version of the choose your own adventure books rather than programs like Deus Ex and Thief where there is some level of choice in a level but what you do there has very little effect on the overall plot.
The interface took a little getting used to. But after a few replays it grew on me. Again I`d like to see how it would work in the action scenes.
I`ll check it out when it`s released.

On a similar note check out Facade. An attempt to create a create a play rather than a hollywood blockbuster. (interactivestory.net). It`s clunky and doesn`t quiet work...but tries to take the whole player created plot thing a little bit further.
 
 
The Strobe
08:24 / 12.09.05
Am very excited by Fahrenheit; it's out on Friday here and I hope to pick it up. And maybe even get a chance to play it in my schedule. Not running-around-shooting-things is going to be fun for a while.
 
 
hanabius yamamura
09:46 / 17.09.05
... picked this up for xbox yesterday ... initial impressions are very exciting and I'm already thinking of ... ... ... < as he stops in his tracks to avoid spoilers in any way, shape or form > ...

... more to follow as I get further into the game ...

h
 
 
The Strobe
10:35 / 17.09.05
It's very, very good. I'm about 1.5 - 2 hours in, I guess - just had the (not a spoiler) kickboxing sparring with Carla and Tyler.

The graphics are at times ropy, but the animation is great, and the feeling of being in the world - albeit a linear, defined world - is very well realised.

Also, I've now had a sex sequence, which was not really in any way gratuitous - certainly not in terms of the 15-certificate the game has in this country - though I was surprised that it demanded interaction. For those of you playing in the US, you won't get the sex, because it's been cut.

Plot developing nicely, and some lovely round characterisation - though I find the pimp-daddy styling of Tyler (and his soundtrack) a little 'off'. Favourite bit so far? Lucas' day at work. I really can't say anymore, but it was phenomenal. If not that, then moping around Lucas' too-big apartment, waiting for his ex to turn up, playing guitar to myself. The guitar-playing is easily my favourite piece of interaction so far.

If you like point-and-click adventures, get this. It's right up your street.
 
 
We're The Great Old Ones Now
12:20 / 20.09.05
I'm stuck looking for the book at Takeo's and it's making me crazy. Anyone who can help, I'm begging you...

More generally, I find the controls fiddly and I'm a bit disappointed at how the fights work - it feels too Simple Simon (are any of you old enough to know what that is?) - but other than that, it's atmospheric and pretty interesting and I like the way you can shit characters from time to time...
 
 
iamus
13:29 / 20.09.05
There are two books that are sitting out that you must read first.......that's all I'm saying.

I'll get back to this thread probably when I finish the game. There are irritating quirks, but all in all I'm very impressed with it so far.
 
 
The Strobe
14:23 / 20.09.05
More specifically, go to the back of the room, and then examine the book with the magnifying glass on the table under the stairs. You then need to put that book down. You can only carry one book at once. Then go and find the correct book, and give it to Takeo.

The only-carrying-one thing was a PITA to realise. I'm now much further on - done the first scene with Agatha. Still enjoying it a lot. I don't mind the QTE/Simple-Simon action, but the L/R hammering is a bit tiring...
 
 
We're The Great Old Ones Now
17:36 / 20.09.05
Grrr. See, that's what I mean. Fiddly.
 
 
STOATIE LIEKS CHOCOLATE MILK
17:46 / 20.09.05
See, I was really looking forward to this game, then I read some reviews that said it wasn't really the most playable thing ever. I'm gonna get it anyway, cos I love the idea, and this thread's actually been encouraging on that point.

I like games that try new stuff, even if it doesn't actually work. Those of you playing this... without too many spoilers, if poss! Does this work?
 
 
iamus
20:37 / 20.09.05
Yar.

If you're looking for something that tries new things then I can't reccomend it enough, because for the most part, it works, and when it doesn't, the bits that do pick up the shortfall.

My main issues are to do with the control. But it's not that bad. It just breaks the illusion a little bit. Also, having to reload bits you've just failed is jarring.
 
 
iamus
21:50 / 20.09.05
Be warned though, it has made me shout "fuck off" more than once.
Like just there. I'm about 75% of the way through it, and it's just crashed on me for the third time.

Having said that, I still find myself willing to forgive it.
 
 
We're The Great Old Ones Now
08:47 / 21.09.05
Yes. The occasional moments of total controller rage are not enough to stop it from being good. At the same time, it seems to me it's best played with access to a support group - like this thread - where you can throw metaproblems to the gamesharks and get answers like "you can only carry one book at a time". (Although actually it must be two, because you're also carrying the Shakespeare, but hey.)
 
 
The Strobe
10:32 / 21.09.05
Wait til you get to the bit-with-the-fax, Nick. That stumped me for a while purely because, well, you'll see.

Still enjoying this lots, despite the ham. I also feel some of the action sequences are just too long. The first one in the workplace was awesome to watch but repetetive to play. I've just done the first action sequence in the apartment, and god, that got repetetive.

But I'm still enjoying it. Despite the whole Tyler-as-pimp-daddy-thing...
 
 
iamus
11:43 / 21.09.05
I just finished this last night. I'm not giving away a lot of plot details, but if you're still playing the game I'd skip reading the next bit. It contains stuff which could alter your enjoyment of bits you've not done yet.

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Towards the end there is a bit of a jump in the narrative which comes very close to derailing the whole thing. There is a definate feeling of "we kinda ran out of time" where the game jumps into the concluding bits and ditches the beautiful attention to detail that you've gotten accustomed to. It also begins to really wear it's influences on it's sleeves (for instance, the big one-on-one rooftop fight..... and.....erm, didn't anybody find the subway station bit a little.......familiar) and gets a good bit hokier for it.

Also, maybe I was picking the wrong options in conversations but there was a lot that never got properly explained to me. Like just who one of the major antagonists were.

I found the action QTE's both inspired and bloody irritating, especially in the above major fight. Your conditioning throughout the game to get better and better at them makes a beautiful kind of story sense in this fight (even if the story is derailing). However, I had to replay this very long action sequence countless times just because right at the fucking end of it, I was unable to hammer two buttons fast enough.

That's my main gripe. The thing which consistently pissed me off. The lives system just makes no sense in this game, because having to reload chunks of the game simply because it only lets you repeat a tricky bit three or four times just grabs you by the neck and hoists you out of the otherwise fantastic immersion. It's a concession to the clichés of the medium and it goes contrary to everything else in the game.

However.... as I said above, I forgive it. It's weird, because I don't remember any other game which has threatened to make me throw down the controller in disgust so many times, yet always reeled me back in with its really cool elements. I fully see myself giving it another runthrough.

I love the mundane, day to day stuff. I love that drinking a bottle of wine is every bit as involved as evading police by climbing drainpipes. I love the fact that although you really have no freedom at all, it puts you in the directors chair and gives you the reigns of camera and character interaction.

I think the most interesting aspect of it, is in playing both sides. You care for both parties so you don't want either to fail, even though they're working at total cross-purposes. This works best, I thought, at the photofit section. Regardless of whether it made any difference or not, there's a bit of a dilemma whether to do right by Carla and Tyler, or to give Lucas a helping hand. I really think that's the game's major contribution. I shows some of the cool, player-involving narrative tricks that you can pull off specifically in vidoegames.

I also liked that the sexual content was (well, for the most part) maturely handled. I liked the fact that the earlier scene was matter-of-factly just as controllable as the rest of the game and there wasn't a typically videogame/teenager deal made over it. Nearer the end, it got a little more unbelievable, but I think that's more of a problem with the overall story than it was to do with any specific scene.

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We're The Great Old Ones Now
15:39 / 21.09.05
Oh, Christ, the fax. An half an hour of wandering around trying to figure out what THE HELL...

Once upon a time I visited a house designed by a rocket scientist. Amazing place. Stunning gantry across the top half of the double-height living room, gorgeous views... And no power sockets in the kitchen. Extension cables running from the guest bedroom to the study. In two places, the walls didn't quite meet and there was a sort of three inch kink in what was supposed to be a sheer face.

Guy was a genius, just not an architect.

This game is like that. It's great, it's just totally moronic in the fine detail.

For example, if you die, and you don't respond to the prompt within a certain time, it quits your game without saving.

My God, is that ever the most wretchedly stupid thing I've ever seen.
 
 
STOATIE LIEKS CHOCOLATE MILK
17:42 / 21.09.05
I think I'll give this a go. I'm always up for games that are genuinely trying to be different, even if it doesn't always work. (Yes, I was the person who bought The Great Space Race on the Spectrum).
 
 
Bamba
10:09 / 22.09.05
In a moment of utter laziness I'm going to C&P my post about this from another board:

Well, I've just this minute finished it. It's a weird game in some ways, it really should be incredibly repetitive and boring but it totally sucked me in in a way nothing really ever has before. Especially these days when I'm starting to get a little bit bored of games in general for me to bang through one in a six hour solid (almost) session is utterly unheard of. I should probably clarify that 'boring' remark though. It initially appears like an adventure game, you expect clues and item hunting and talking to people and all that jazz but that aspect if it's pretty straightforward, you're never left scratching your head and wondering how to, say, combine a lipstick with a pair of women pants to pacify a guard dog or any of the usual stuff, you're pretty much led through all the 'puzzles'. No, the meat of the game is either swishing the mouse around to complete actions or, more often, doing the 'Simon Says' thing with both hands to accomplish everything from kicking someone's ass to noticing clues when watching an autopsy. Which, as I say, should be stunningly uninteresting, especially when concentrating on the flashing lights in the middle of the screen so you can follow them actually means you can't really pay attention to the (sometimes) quite impressive acrobatics your key-tapping drives your character to. There's a strange adrenaline rush thought that comes from seeing the words "GET READY!" flash up on screen when you least expect it and I think it's this more than anything that kept driving me on to the next chapter every time. That and a genuine desire to see the plot unfold, even though it does go a bit limp "sci-fi B movie" at the end.

Summary: I really fucking liked it but I've utterly no idea why and know for a fact that if I tried to evangelise it to anyone I'd make it sound like the shittest game ever designed (which it sort of is on paper at least).
 
 
Bamba
10:11 / 22.09.05
Further comments after thinking about it for a few more days: the 'stealth' parts utterly fucking suck and the wheels really do come off the story in the later chapters, there's a very real sense of "we're running out of time here, let's throw the previous slow and subtle plot development to the wind and just get the thing finished" but the rest of my comments in that previous post stand.
 
 
STOATIE LIEKS CHOCOLATE MILK
16:08 / 22.09.05
Somewhat fiddly, yes... I just spent about an hour on the book-finding, purely because (attempting to avoid spoilers) one of the places I was pretty damn convinced I was supposed to go to find out where to look far more precision to enter than it should have- I tried twice, then figured it was just part of the scenery. (I often have this problem with games like SH and RE too... the camera always throws me. I think my spatial awareness may just suck).

Other than that, though, I'm fucking loving it. More games like this, please! It's actually made me jump at least once so far, too.
 
 
STOATIE LIEKS CHOCOLATE MILK
08:56 / 23.09.05
AAARGH!!! Now I'm at Agatha's, candles all lit, curtains drawn etc, and I CAN'T FUCKING SIT DOWN!!! What am I doing wrong?
 
 
STOATIE LIEKS CHOCOLATE MILK
08:58 / 23.09.05
Oh. That was quite simple actually. I'm such a Joey.
 
 
We're The Great Old Ones Now
13:28 / 23.09.05
I've just finished the game.

You mean that's it?

Oh.

Basically, this is a perfectly acceptable movie. Trouble is, you have to hammer the damn buttons to get it, and you don't always make the right choices to get the best fiction, because someone thoughtlessly made it as a video game.

It's too small. The action controls are too basic. It doesn't really require effort so much as it demands time. If you had access to all the routes and could stand and fight, surrender, or take actions outside the line of the story instead of crawl around trying to figure out what the writer wanted you to do with the fax or the key or the knife etc... this would be stunning. As it is, I just feel I was forced to exercise my thumbs to watch someone's Matrix-style actioner unfold on my tv screen.
 
 
STOATIE LIEKS CHOCOLATE MILK
13:41 / 23.09.05
I'll get back to you on that when I come to the end, Nick... I have had that feeling at various points so far, but something keeps bringing me back for more. A flawed experiment, maybe, but not a failed one- I'm not feeling at all robbed yet, even though I don't think there's much left.

How do the controls work on the PC?
 
 
iamus
14:13 / 23.09.05
There's an article on the game by it's director David Cage over here.
 
 
STOATIE LIEKS CHOCOLATE MILK
20:31 / 23.09.05
Just finished it, and


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The plot really does go a bit nuts, doesn't it? One minute you're in a David Lynch movie, the next an issue of Hellblazer, then finally it's The Prophecy as directed by George Morrison.

All in all, though, a good game. More later.
 
 
The Return Of Rothkoid
02:53 / 27.09.05
I think this's my kinda game.
 
 
STOATIE LIEKS CHOCOLATE MILK
08:11 / 27.09.05
I'd highly recommend it, and not only for curio value. Be warned, though... you can complete it in a day or two.
 
 
We're The Great Old Ones Now
14:02 / 28.09.05
Yes, actually, you can - you could probably do it in just a bit more than a movie's length if you set it to easy and read this thread or already know about the fax, the book, and so on.
 
 
iamus
19:43 / 28.09.05
Totally. did it in two days, but I don't feel like I wasted my money at all. More than I can say for some other, longer games.

Am I the only one who doesn't see what the fuss is about with the fax and the book? They're not the most intuitive puzzles, but I didn't find them downright obtuse either.
 
 
STOATIE LIEKS CHOCOLATE MILK
19:49 / 28.09.05
The fax I was okay with... the book was okay too, once I realised that I could actually go where I thought I couldn't, but was convinced I should.

Wow, my avoidance of spoilers makes this game sound a lot smuttier than it actually is, doesn't it?
 
 
Sylvia
06:18 / 27.11.07
I just finished this a week ago, like most of you in two days. I had an absolute blast. It's the interactivity that sucked me in: All those cool little mouse movements were simple enough to master and short enough not to become annoying. The game was all about empowering the player by giving them fun, interesting and quick ways to manipulate the world. I even liked the more action-packed sequences (except for the two-button mashing, there was one particular part of the game where I wanted to strangle whoever set the difficulty on that one) despite their liberal, uh, borrowing from other movies.

Was anyone else impressed with how the dialogue always let you continue on with a perfectly acceptable narrative no matter how many or how few nodes you activated? Whatever I did the resulting conversations felt natural. It's a very linear story but by giving you the keys to "directing" it they somehow had be up until 4 in the morning.

Agreed that the tension between playing people on both sides of the story was one of the best parts of the gameplay. I wonder if...

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It would've been a better or worse story if the game forced you to choose one side or the other in the end instead of letting Lucas and Carla call truce in the graveyard. It was a pretty satisfying solution but I'd like to see a moment where you're absolutely TORN between two protagonists that you like equally.

My biggest complaint (end of the game spoilers coming up) was the ridiculous ending. OK I have the girl and Agatha is secretly...a...representative from a cabal of AIs who want to rule the world.

This explains the fitzing TVs and the electronic bug attacks, I guess, but that STILL came out of left field. Why introduce a sci-fi heavy twist 5/6th of the way into your perfectly acceptable supernatural themed adventure game?

And in the end the android reveal wasn't as bad as Carla earnestly telling Lucas, who she's known for less than a day and up until now has been thinking of as a brutal serial killer that she's formed a tentative alliance with, that she LOVES him. Such pure cheese.

If I sound bitter it's because I was flabbergasted that the Indigo Prophecy devs didn't stop and go "Hey this is getting silly even for us." after handling the rest of the story pretty well, even the derivative parts.

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I hear that their newest title, Heavy Rain, will use a different system. While I'd be willing to play another game with the same interface, I'm looking forward to seeing what they'll do this time around.
 
 
Spatula Clarke
21:50 / 27.11.07
We have spoiler tags, you know.
 
 
Sylvia
07:02 / 28.11.07
I haven't posted here in a while, so I totally did not. Whoops.
 
  
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