![]() In addition, perhaps I was over optimistic to expect that my actions in the game would impact the ending in some profound way, but regardless this turned out not to be the case. ![]() Chiefly it accomplishes this by getting bogged down by character stereotypes and an overly convoluted storyline. After a fantastically intriguing start in a diner/restaurant toilet where your character has just committed a murder, the game gradually squanders some of its initial goodwill. ![]() …such as when you’re forced to play basketball.īut onto the game’s main draw – the story. Also, in several instances they feel superfluous… These are interesting at times but are mostly diversionary and have a tendency to drag on for too long. For example, in one scene your character has a panic attack due to claustrophobia and you have to regulate their breathing with the shoulder buttons, while at the same time guiding the character in first person to certain objectives. Finally there are a variety of minigames. Often, failure in these scenes does not result in game over but affects the story, which saves frustration for those with dull reflexes or tired thumbs. Second are the numerous extended QTE scenes, which are mostly fine, if a bit monotonous. It takes some getting used to but the controls are surprisingly decent. This gives you (I nearly wrote “forces you to have”) a large amount of control over your character, nominally for the purposes of making you feel more strongly connected with them. Interesting here are the controls, which map most character actions to the right analogue stick, and range from picking up items by pressing the analogue stick up, to climbing fences by pressing the analogue stick left/right, moving towards up in an arc, thereby mimicking each hand’s movement up the fence. Roam your character around, look at stuff, talk to people, the usual. ![]() There are three broad types of gameplay (or “experiences” as the game would no doubt put it). First is your mostly regular adventure-style segments. The game is a qualified success in this regard, and provides an often compelling experience. I’m not reciting the game’s hype or PR company here. David Cage, the game’s director, shows up in the tutorial in a film director’s chair in front of a blue screen, to promise you, the player, that Fahrenheit will introduce previously unseen sophistication and depth to a videogame. Ding ding!įahrenheit promises a movie-like experience, with the panache of a stylish Hollywood thriller. The game was directed and written by Junko Kawano, who has been heavily involved in the acclaimed Suikoden series from its inception. Second on the menu, we’ve got Shadow of Memories/Shadow of Destiny, a 2001 PS2 release by Konami. First up, I’ll talk a bit about Fahrenheit/Indigo Prophecy, a 2005 PS2 game by Quantic Dream, who went on to make Heavy Rain and Beyond: Two Souls. In this case the comparison stems from each of these game’s reliance on story over gameplay, as opposed to the more conventional Other Way Round. I might choose to do so for sequels, or mayhaps because both games are in the same or related genre. That is to say I will attempt right here and now to review two games at the same time. Yes, I’m using a nerdy metaphor for what is in simple terms a double review. The Combo Review will not quench your physical hunger though, only your whetted gaming appetite. I need a Combo Review” – these exact words are being said right now as you read this at a fast food outlet near you (I almost want to call the fast food places “vending machines” they’re so heavily mechanised).
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