Indigo Prophecy

aka: Fahrenheit
Moby ID: 19212
Windows Specs
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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)

Original, movie-style game that's both retro and revolutionary. Stunning.

The Good
--Disclaimer--- [I played the European version of this game, being a European. The only differences are that it's called "Fahrenheit" and that the sex scenes haven't been removed and the nudity isn't blurred. Whilst the sex scenes aren't exactly necessary, especially seeing as it's difficult to justify why viewing sex is necessary in any visual story-telling medium except to titillate, they're so soft-core that it doesn't seem worthwhile taking them out to me, and the game is a 16+ anyway. Also, call me biased, but "Fahrenheit" is a much better name than "Indigo Prophecy". It's more symbolic and references the cool juxtaposition in the game's plot of the temperature falling all over the world as the tension among the characters is rising.]

The reason I write reviews for Mobygames is to exorcise myself of the ghost of a great game after I finish it. Most of my real life friends don't play games, so this is the only option I have if I want to talk about my funky digital experiences. With 'Fahrenheit' though, this is going to prove difficult. Not because the game isn't great, because it's bloody marvelous, but because so much of why I love it is down to the story and the character development. I'm tortured by not being able to reveal one of the most well structured stories in a game that I've ever played.

This title is giving serious gamers everywhere hope, and with good reason. One of computer gaming histories great tragedies was the death of the point-and-click adventure. It fueled the argument that games are a negative force on us and our kids by virtually eliminating the last remaining genre that required intelligence and lateral-thinking, and also, story-telling in games from then on pretty much went out with the bathwater. There was usually a flimsy plot which only progressed at the start and the end because the rest of it was spent with you doing the 'actual game stuff': jumping over things, shooting things, building things, collecting 100 gold, whatever. Of course, adventure games themselves weren't much better because in many of them, to open the door to your own bedroom, you still had to combine the portable meat tenderizer with the stuffed turkey with the inflatable bikini with the string.

So welcome to the first game ever (perhaps) where the story and the game are moving at the same time! Next to each other! In sync! You don't break off from the plot to fight some bad guys, it's always moving forward, and yet you're still playing, you're not just watching. The effect of this is so strong that it makes 'Fahrenheit' almost impossible to quit once you've started. The game begins with a murder in a diner. You play the murderer and have to flee the area. After that, you play the two detectives who are investigating the crime scene. Then next, it's the murderer having got home safely to his apartment...where something else happens...and on it goes. No cutting away to something else unrelated. No meaningless objectives. Just a tight, focused narrative that never stops progressing but still manages to stay simple and interesting.

The control system is so fluid and simple that the idea alone is one of near-genius. Available actions appear at the top of the screen and you do them by sliding your mouse in the appropriate direction while holding down a button. You can walk to a door, open it, go up to a vending machine, get a coffee, and drink it in one fluid motion, all of the time feeling in control.

Scenes like this are punctuated with action sequences, which are always relevant to the plot of course. These are controlled using button-tapping and a system where lights appear on the screen and you have to press the corresponding keys. Fail to press the right keys quick enough and depending on the situation, your character could be killed or simply just miss out on some useful information. The genius of this system is it's simplicity and, because of it's reliance on skill, the tension it generates in you. You'll find yourself staring at the screen unblinking, pulling off dexterous finger movements and trying not to panic. The action sequences themselves, that is, the animation, choreography and direction, are so incredible that I'm going to mention them again later.

In the manual, the director, David Cage, has written a little article explaining what he was trying to do with 'Fahrenheit'. This is a small excerpt:

"I was under the impression that video games were only exploiting a tiny part of their amazing creative potential, because they concentrated on 'Action' and totally neglected a fundamental element of human experience - emotion"

He's clearly never played 'Kana -Little Sister-', but nevertheless, 'Fahrenheit' has a far greater emotional content than many games around at the moment, especially those of non-Far-East origin. There are beautifully tender moments, such as Lucas Kane playing a soft ballad on his guitar in his empty and desolate apartment while his life is beginning to crumble around him; genuinely scary moments, such as an escape from an asylum during a blackout, which is played in first-person with the character's terrified whimpering being one of the only things you're listening to; moments of extreme emotional tension, where things are clearly being left unsaid; and action sequences so thrilling that they'll leave you breathless.

So yeah, those action sequences: they're motion captured. Because you're not fully 'controlling' them and are instead just mimicking the on screen action with the keyboard to help your character, 'Quantic Dream' have been able to have every movement digitized in using real stuntmen. At times it simply looks real and, watching your character, who by this time you really care about, making impossible leaps over building tops in the middle of a heavy blizzard whilst being pursued by police helicopters, and then escaping by running along the side of a building, with you frantically tapping buttons to help him, as the strings on the soundtrack reach their emotional cadenza will frankly stay in your memory for a while.

There are multiple ways to complete some scenes. In the first one, where you basically have to just get the hell out of the diner, you can do it quickly without bothering to cover your tracks, but then you'll leave more traces for the detectives to find afterwards (who you also play, so you'll be making your job EASIER in that scene if you do the first section badly, how cool is that?). If, as Lucas Kane, you leave the diner and get into a taxi, you can then, as one of the detectives, find a clue by later looking at the official taxi destinations for that day and Lucas Kane's address from the employee roster of the bank that he works at. You can finish the game badly and prematurely in all sorts of ways, by making so many bad decisions as the detectives that they resign, or by making so many as Lucas that he commits suicide, or dies, or goes insane, or turns himself in. And there are multiple endings you can get by finishing the game fully.

Impressed yet? You should be. There's more good stuff, but it doesn't matter. This is clearly a must-buy.



The Bad
I would complain that all the major characters are extremely beautiful specimens, but the developers probably had difficulty with faces that are more average and I'd rather look at Lucas (who at times looks like an even more handsome version of Montgomery Clift) and Carla than some of the minor characters who continue the computer game tradition of looking like life-sized rubber dolls that have been repeatedly hit in the face with a spade. Still, Carla didn't need to be so attractive. If 'Quantic Dream' were REALLY cool and daring then they could have created a strong, independent, secure woman of average looks. A feminist icon for the computer game world. And people wonder why more girls don't play games...

It's disappointing that most of the scenes don't have as many variable outcomes as the first few. The game also tries to trick you into being less linear than it is by having events like a phone ringing happening in what feels like "real time", when it's actually a scripted moment that sets the phone to ring in 5 seconds or whatever, which you triggered by walking through a door.

Unfortunately, the plot loses it's way towards the end and brings in some unnecessary elements. What saves it is Lucas Kane's incredible character development, but that brings up another snag in that his is always the more interesting line of the story and, since you know he's fundamentally innocent, you don't really want to help the people who are trying to catch him. The intentions of David Cage, the game director, were highly noble but perhaps he underestimated just how much empathy people can feel with the characters when a story is interactive.

You may have some issues with the button-hammering part of the control system. All you have to do is press left and right as quickly as possible and it's not difficult or frequent, but I personally don't like doing it because I worry about stupid things like wearing those keys out. It's not great, but it is tense and it requires physical effort, which is good and is just what is needed.

Whilst the story is excellent and the pacing and character development even better, the script can be a little bit cheesy. Lines like "My story is the one where an ordinary guy has something extraordinary happen to him" and "All I know is, nothing is ever going to be the same again" don't exactly wow you with their novelty. It doesn't help that technology still isn't anywhere near to being able to render all the complex expressions of the human face, so it's left up to the voice acting, which is done well, but contains slightly dodgy accents here and there. Lucas comes off best, he has a great speaking voice and (presumably because the technology isn't capable of doing otherwise) a mostly deadpan expression which actually does a very good job of showing the guy's torment. Think Montgomery Clift again.

'Fahrenheit' owes a massive debt to 'The Matrix' in it's action sequences, but this is better than that film. It's tale of an ordinary guy going through hell in order to discover his inner awesomeness is done more successfully than the famous movie, because said movie starred Keanu Reeves. A casting decision on the Wachowski brothers part equivalent to God making the most beautiful woman in the world and then giving her one eye.

Finally, the endings are far too short! Why do developers always do this?!

The Bottom Line
I read an article yesterday arguing that all films based on games will be awful, like 'Doom' and 'Tomb Raider', because they have to choose games that don't have stories. Games and films are so closely linked that, with the all the games with high-quality plots, "the film is already there". Surely none more so than 'Fahrenheit', which would have made a fantastic movie but practically is one already.

I feel optimistic. Even though there is only one other review for this game so far on Mobygames, I reckon that eventually this will be regarded as a classic, because the story is what people always remember and come back to in adventure games, not the puzzles. For proof, look at how many glowing reviews 'Loom' has, which is so easy that a chimp could complete it. 'Fahrenheit's style of story-telling shows immense promise. Hopefully we'll see a lot more games like it.

I've just called this an adventure game. Is it even that? If it is, then it's the best since 'Grim Fandango' without question, but there are too many action sequences and not enough puzzles for it to fit that description comfortably. If it's an action adventure then it's the same genre as 'Tomb Raider', which it clearly isn't.

Maybe it's just original. An original, brilliant game which has thrown up some ideas that show enormous potential. Yeah, that sounds good enough to me.

Windows · by Shazbut (163) · 2006

An unusual gaming experience

The Good
The most important element in an adventure game is its story, and Indigo Prophecy has a very good one. You start as Lucas Kane, who has just murdered a complete stranger in the men's room of a diner, under the control of an outside force.

Starting from that point, you start deciding what to do next and watch the story unfold, and there are consequences to your choices, so there isn't always a single way to complete a single chapter of the game; you have alternatives. For example, in the beginning, you can run away quickly or take a cooler approach and try to conceal as much evidence as you can before you leave.

The story is well written, with lots of twists throughout the game. But the presentation is even better. It is designed much like a movie: You play the game from different perspectives. You play Lucas Kane, and then the "movie" cuts to the detectives Carla Valenti and her partner Tyler Miles, and play them. Sometimes you play other characters as well, like Marcus Kane, Lucas' brother. The game succeeds in doing a very hard job, where it lets you play different (even opposing) characters and still not spoil the story for you.

The game has unusual controls. Basically you have one action button, but you use it in combination with a mouse gesture, usually reminiscent of the real-life movement you would make to take such an action. For example, to pull a door open, you might hold down the mouse button, pull the mouse towards you and then to the left. There are indicators on the top of the screen that show you what gesture you need to make to take a particular action.

There are also two unusual aspects of the game, that add to its movie-style atmosphere. One of them is the conversation system: The characters talking to you will not wait forever for you to choose from different things you might say. You just see some keywords (like ideas that go through your mind) and have to choose one of them within a limited time, or the game chooses the default keyword (which is probably not the best or most revealing choice) for you and the conversation goes on.

The other aspect is the mental health system. When bad things happen to your character (and not necessarily directly, it might be anything that would make them feel bad), the mental health lowers by a number of points depending on how bad it is. And when good things happen, including little things that might give some relief (such as drinking water or taking a shower), the mental health raises by a number of points, again, depending on how good it might make them feel. If the mental health comes down to the lowest score, the character may just give up, or even commit suicide, so you should make sure to stay in a good mood, you never know when you might get some terrible news that can drive you to suicide if you're already depressed.

The game has many thrilling moments where you have to act against time, avoid suspicion, fight your phobia, among other things. Sometimes the game uses split-screen cameras which makes the situation much more exciting, as well as realistic. The action scenes are really great, and are made using motion capture and wire-flying techniques, and the choreography is also amazing and make them very stylish.

Throughout the game there are also tarot cards that give you points to unlock extras, such as concept art, behind-the-scenes videos and bonus scenes, as well as some replays of key moments.

Finally, you might enjoy the game's references to literature and popular culture, as well as real-life situations.

The Bad
The first thing that is bad about Indigo Prophecy is the controls. They're obviously made for console gaming and haven't been optimized for PC.

Using mouse gestures for the actions are a really good idea and gives you a somewhat realistic feel, but they're not very flexible so you may mess up sometimes and this can be frustrating, especially in timed situations such as a conversation.

I also didn't care much for the character-based movement (as opposed to camera-based), but since this is not an action game, it's not really a problem.

The action scenes are great but you won't really appreciate them--you'll be too busy playing a dual "Simon", that color-code game where you have to repeat given sequences. Console gamers might already be proficient with these controls, as many console games feature such controls to represent reflexes in action scenes. On PC, however, it's really not a popular method, and it's not very responsive to the keyboard, plus the speed required varies on occasion, so there's a good chance you'll hate it. It's a bad idea that causes you to miss most of the action.

But the most important thing is, that it's short. The game is either really short, or really really feels like it. Either way, with so many characters, I expected more.

The Bottom Line
Indigo Prophecy offers an unusual experience, where the characters, the story, and everything evolves as you play. It feels very much like a movie, but it depends on your choices, which also gives it a replay value. I definitely recommend it.

Windows · by erseN akçay (23) · 2007

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

[ View all 15 player reviews ]

Discussion

Subject By Date
Skipping cutscenes DreinIX (10446) 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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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 February 23, 2024.