Prologue
“…From a darkened room, with only the
light of my computer to guide me, and stereo headsets firmly in
place, I gingerly clicked on “New Game” and waited with
anticipation. The room went dark for a moment. And then the madness
began…first, the melancholy monologue of a single man, one Lucas
Kane. Followed by the opening sequence of a lone raven as it soared
through a raging blizzard over the near frozen Hudson River toward
Lower Manhattan, which was quite telling of the circumstances of his
story now unfolding before me. As the camera’s eye moved the island
closer, into view, how poignant it was for me to see what might pass
for the renovated Twin Towers in this, my beloved New York’s own
near future. I was at once filled with a sense of dread as the howls
of the biting night winds and the persistent rhythmic beating of the
dark creature’s wings assailed my ears. I settled in for what was
to come....” - Inferno
“Of his bones are coral made;
Those are pearls that were his eyes”
The Game
This past September a new offering
by Publisher ATARI and Game Developer David Cage of
Quantic Dream was released into the Action/Adventure gaming
market for the PC, PS2 and Xbox. It is known here in the United
States as
Indigo Prophecy and in other markets around the world as
Fahrenheit. While the gaming experience isn’t perfect (is there
really any game which will totally please the discriminating and
decided tastes of both the “pure” Adventure Game enthusiast and the
Action/fighter? Not really.), Indigo Prophecy does come close.
I always find it amusing that while I am a dyed-in-the-wool
point-and-click Adventurist for some 20 years now, every once in a
while I’m pulled toward the “Darkside.” By “Darkside” I mean those
games which are either partially or wholly action and those
adventures which contain significant action elements. So, when it
befell me to review this game I approached it with some
trepidation…yet was delighted to find that my experience was not
unlike participating in an interactive cinematic event.
Indigo Prophecy is a third person action/adventure, which
utilizes mouse, keyboard, both wrists, all your fingers and your
brain to drive the story forward. All in all I found it to be a
refreshing change from most of the other offerings in this genre to
date. While the action is there for the gamer to control (and
hopefully master for those of us who are not used to such violent
attacks on our wrists and fingers…) there are very few scenes in
which it is gratuitous. The action sequences are logical -- most
made perfect sense to me, even the “comic relief” or should I say
“emotional relief still filled with action” scenes. It is these
sequences, which help to add a certain richness to the story itself.
(I was quite grateful though that if one manages to fumble here or
there while getting one’s “action sequence derriere” in tune, one
could always get another chance…or two…or three…or four as the case
may be.) So, the answer is yes to those of you who beg the question,
“Can you die in this game???”
The answer is a resounding …
“Isn’t Death nothing more than change
as we know it?”
“Well, what is Death then, but another
chance at a ’Do-Over’”?
…I have found that there are “do-overs” aplenty in Indigo
Prophecy.
The PC version of the game came with three CDs. Three to load and
one to play off of.
Technically speaking I found no problems or crashes with this
game. Everything installed and worked with ease and grace. A big
plus in my book, but I will warn you now that this game does have
issues with video cards which cannot support T & L (Transformation &
Lighting) such as the Nvidia Riva TNT or Intel integrated Video
cards. Interesting to note that there is a lot of bang for the buck
here. During the install, you are presented with a “quiz” about New
York. Well done, gentlemen. The piece played flawlessly on my
system, allowing me to change options to suit my whims and replay
chapters and parts of chapters as I pleased.
“But this swift business
I must uneasy make, lest too light winning”
Gameplay
After the usual publisher and developers’ splash screens make
their entrances and exits, one is immediately taken to a graphical
PDA of sorts to enter a security Login name. Very nice. From here
the gamer can set up different logins or play without them, although
doing so cancels out the autosave feature…lovely. Then it’s on to
the Main Menu where one can choose “Options” to set up the gaming
parameters --- believe me, folks, after one or two stints of “Simon
Says” it was very helpful to cancel out the default keypad settings
for the PC game. I found that, ten minutes into the game, it was far
easier to use the keys: ADWX for the “character left – right – up –
down” than the directional keys -- but more on the interface later….
I also noticed that it is from this menu that the gamer may access
the “Credits” and gain 115 Bonus points if you let them run in their
entirety.
One of the nicest elements that the developers placed into motion
here is under the heading of “New Movie.” Click here and one is
immediately given the choice of either “New Game” or “Tutorial.” Ah
yes…David Cage must have had the likes of me in mind here…how sweet!
Now then, you expert
gun-totting-shoot-every-thing-in-sight-and-actually-hit-your-target-gamers
-- quit laughing (I know who you are…). This may be a small thing,
but it is a great feature for the likes of me when wishing to enjoy
this type of game. And the fact that it is taught by none other than
the writer/director himself made it all the better. Kudos to you,
David, for thinking of us little “grannies” who secretly long to
play these action games, but shy away from them because we can’t
figure out how the controls work until the game is almost half over.
This section gives us a chance to practice and see just how tight we
need to adjust our carpal wrist braces before entering the gameworld.
The gamer moves throughout Indigo Prophecy by use of either the
mouse and/or keyboard, depending upon the situation. However, you
must always stay alert and take very special care, as the directions
for what to do are located at the top of the gaming screen. Many
times during conversations the choice for the dialog trees are timed
and the gamer is required to react quickly. Different choices will
result in either a favorable or not so favorable emotional state for
the character you might be playing at the time, and can sometimes
result in madness or suicide. The same holds true for many of the
action sequences. They are timed as well.
There is no inventory to speak of in Indigo Prophecy and no
inventory-based puzzles either. There are a number of “task-based”
conundrums, which I found to be quite interesting. What about the
length? Well, first time around I played it over a two day period,
playing roughly five hours a day without a walkthrough, so that
would be, let me see…ten hours. However, I was only able to find
four endings and as far as I know there are six. SO…you can be very
sure that I’ll be playing this one again and very soon, if only to
unlock the secret levels for the movie. Did I mention that there
six endings? Maybe it’s just a rumor…maybe not.
There are also some “bonus point cards” to be found along the way
as the story unfolds. These are used after the game is completed at
the Main Menu in the Bonus Section, which I felt alone is worth the
price of admission. Here one may “buy” the various tidbits and
extras with the bonus points one has collected during the game.
Things such as various musical cuts from the game, various action
packed cut scenes from the game, some hilarious movie shorts and one
incredibly beautiful artwork gallery. Well done, gentlemen, very
well done!
The only place wherein I feel gameplay issues exist for Indigo
Prophecy is the following: many of the action sequences are driven
by a “mini-game sequence” loosely referred to as “Simon Says.”
Remember that from the little electronic children’s game where one
has to press certain colored buttons to sounds or music? You might
also remember it from the PS2 version of the Polar Express.
…That was about snow too…wasn’t it?
…Sorry, couldn’t resist that one. I’ll behave now.
I couldn’t enjoy the action scenes in Indigo Prophecy as much as
I would have liked because I had to concentrate on the “Simon Says”
sequences. While it did not really bother me that this type of mini
game was there, mind you… I felt that they went on for far too long.
But then I’m not really an “Action-Adventurist” and maybe it’s an
“Action” thing.
“Be
not afeard; the isle is full of noises,
Sounds and sweet airs, that give delight and hurt not”
Music
One of the most important factors
for me in a multimedia piece such as an adventure game is the
musical score. Here, I am very excited to say that Indigo Prophecy
did not disappoint. The theme music for the main characters was
composed by Angelo Badalamenti, most famous for his movies
Mulholland Drive, The Beach, Blue Velvet and the strange yet
fascinating television series Twin Peaks. These themes and
underscore were orchestrated by Normand Corbeil and are moody,
pensive and mournful with a certain underlying urgency. The
incidental score is urban, gritty and serenely melancholic with an
ever-so-slightly claustrophobic and menacing touch. Marvelous stuff.
It certainly tugs at your emotions and helps to draw you further in
to the game’s world. But make no mistake; we’re not talking a
constant funeral dirge here either by any means.
No, sir…for just when you may feel as depressed and
anxiety-ridden as the emotions meter shows for the four characters
you play – the scene changes to a “relief” scene and the music
changes accordingly. Case in point here would be – Tyler’s
basketball scene or Carla and Tyler’s kick boxing match. This
licensed music is provided by a number of different artists, such as
Theory of a Dead Man and Teddy Pendergrass, each with a unique
“urban style.” There are tons of varying types of musical numbers,
among them R&B, Blues, and Rock, each befitting the scene in which
it plays both in timbre and in lyrics (if you take the time to
listen closely.)
“We Are Such Stuff as Dreams Are Made On”
Artwork and Graphics
As I have mentioned before, at times this was more like an
interactive cinematic experience for me, rather than just another
adventure game. The artwork and palette was somber and appropriately
menacing where it needed to be, as well as colorful and vibrant for
those scenes which reflected lighter emotions. By and large I found
it haunting, urban and pensive. The voice work here was captivating
and totally believable throughout the game. I found that the voices
all fit the characters physically as though their utterances were
indeed organic. Ensemble casting is not easy to pull off -- but for
this game the actors performed as a tight unit, which just
heightened the entertainment value for me.
It is most probably here that I should mention (since we are on
the subject of the characters themselves) how superb and lifelike
were the actual movements and physical interactions of the various
characters of Indigo Prophecy. Wonder why? Two things –
Motion Capture. (I won’t go on about it as it is far too
technical, which is why I’ve supplied a link here for those of you
who are interested in exactly what went into this type of
production.) But I am so very grateful that it was used…it
absolutely “made” this game for me. And the other? “Split Screens.”
Sometimes as many as four of them in one sequence. These added to my
already heightened anxiety during “real time “ events in the game
itself …very suspenseful.
Now to be absolutely fair, I do have to say that for the most
part the graphics in this game are not as picture perfect as they
could have been. There is the occasional blockiness and pixelation;
this was especially noticeable during the “bug” scene and the AI
character scene…. Also some of the “set dressing” characters looked
a tad unfinished to me. But wherever this may have peeked through,
Indigo Prophecy made up for it in other areas. When you get the
chance to play this game take note of how smoothly the shadows move
as any of the main characters pass by a light source. Particularly
remarkable are the facial expressions and emotions of these
characters, especially Carla and Tyler when Kane escapes. That scene
left me appreciatively stunned.
“These our actors,
As I foretold you, were all spirits, and
Are melted into air, into thin air”
The Characters
Lucas Kane
A 31 year old Information Technology
Manager of a bank. He has a penchant for Shakespeare and shall we
say…psychic abilities (interesting to comment here on the choice to
compare epilepsy with psychic episodes during one occasional scene
in the game). Just an ordinary guy really, in possession of an
ordinary face…one of the crowd, you might say. Unfortunately he
finds himself in the wrong place at the wrong time.
Lt. Carla Valenti
Carla is a 28 year old Homicide
Investigator with the NYPD. She’s single and lives alone… I suppose
her favorite motto would be: “Time waits for no man, and neither do
I.” Resolute and purposeful, she brings an insightful and determined
mind to her investigations. Yet there is a quiet desperation inside
Carla, which rears its ugly head in the form of acute
claustrophobia…interesting.
Sgt. Tyler Miles
Tyler, at 24 years old is also a
Homicide Investigator, and Carla’s partner. He’s sharp, streetwise
and confident. He lives with his girlfriend Sam and enjoys making
bets when he knows he can win. (Just ask his colleagues.)
Markus Kane
At 37 years old, Markus is the older
brother of Lucas Kane. From the time of their youth back at the
Wishita Military Compound (can someone say Area51 here?) Markus has
always tried to look after his younger brother. He is grown now and
has become a priest. He had been out of touch with his brother for
two years, but now finds himself drawn to him upon the occasion of
the ten year anniversary of their parents’ death.
“Misery acquaints a man with strange
bedfellows”
The Story
Don’t expect a synopsis here, my
fellow gamers. Suffice it to say that this is an intricately plotted
thriller filled with plenty of angst, heartbreak and inner turmoil.
In Indigo Prophecy, the gamer will take on the personae via third
person view of the four main characters. It is a nonlinear game and
the paths that the gamer chooses to take will have a direct result
on the outcome of the game. Remember, the choices we make in our
lives never leave us without consequences.
This is a story about mystery, serial murder, possession, Mayan
Rituals, violently cold weather, the paranormal, artificial
intelligence, orphaned children, psychic visions, blood, birds,
bugs, general mayhem, the occasional guitar lesson and yes, folks,
The Matrix does exist here as well. Yet…believe it or not…it
all ties together quite nicely into one huge rollercoaster ride. The
story begins with a violent and horrific murder during a more than
average blizzard one night in New York City. Within the first five
minutes of this tale we know all too well who the murderer is…the
question and impetus for the rest of the game then becomes -- why?
This tightly woven thriller literally had me on the edge of my
seat throughout most of the experience. Like a great true crime
novel, it totally and utterly immersed me. It also completely
ruined my manicure, and it kept me saying to myself throughout:
“OK, just one more chapter and then
I’ll put it down, then I’ll stop….”
But I couldn’t….
David, you had me at “the raven.”
Grade A-
Played on:
Microsoft Windows XP
Home Edition 2002 w/SP 1
Pentium 4 CPU 2.00GHz
512MB DDR Memory
Video: 64MBNVIDIA
GeForce 2 MX/MX 400 AGP
Sound: Creative SB
Live
DirectX Version: 9.0b
Minimum
Requirements:
OS:
98SE/Me/2000/XP
CPU:
Pentium III 800 MHz
Memory:
256 MB RAM
Hard Disk
Space: 2.5GB Free
CD-ROM: 8x
speed
Video: 32
MB Hardware T&L-compatible video card*
Sound:
98SE/Me/2000/XP-compatible sound card
DirectX:
DirectX 9.0c (included)
*32 MB
video cards (no T&L, i.e. Nvidia Riva TNT or
Intel
integrated video card, are not supported.)
Quotes: The Tempest by William Shakespeare
08-2005
design copyright ©
2005
GameBoomers
Group