Retrospective: Fahrenheit
Winter wonderland or snowballs?
Here's my impression of David Cage brainstorming ideas before making a game:
"Okay, it shall be set in a regular city, slightly in the future. Our character must get through his day, while becoming embroiled in a strange mystery. A peculiar girl is stuck in a tornado, and the player must rescue her before all the water in the world turns to stone. Aliens attack. At the end it rains cars."
While Heavy Rain stayed in reality, Omikron and Fahrenheit begin with a facsimile of a recognisable life, and then dive headfirst into a swimming pool of insane.
Technically I've replayed Indigo Prophecy rather than Fahrenheit, since that's the version on Steam. It's the strangely censored version of the European cut, sex scenes removed, nipples erased, and, most amusingly, bikinis worn in the shower. But otherwise it's identical, the tale of Lucas Kane attempting to recover from committing a murder against his own will.
It's a stunning start. After Cage's hilarious tutorial, in which he appears as an animated version of himself and explains the game's lunatic controls, you watch a scene in which Lucas stabs a man to death in a diner bathroom.
The scene is brilliantly put together, rapid near-subliminal shots of key clues flickering as Lucas staggers like a poorly operated marionette. A cloaked figure surrounded by candles, a crow, a small child, all invading a grisly murder. Then when the victim is dead, stabbed through the heart, we take control of Lucas as he appears to wake up. We've done a bad murder.
It's not a very hygienic place to murder someone.
Here you can choose how to act. It's possible to burst out of the bathroom door, covered in blood, and crash through the emergency exit of the diner in the most attention-grabbing way imaginable. Or you could choose to wash your arms (you're bleeding yourself, having involuntarily carved markings into your forearms), and calmly return to your table, pay the bill and leave.
Better still would be to make some attempt to hide your crime. However, there's a cop in the diner, so there's not too much time. Here you can hide the murder weapon, drag the body into a toilet cubical, mop blood from the floor. It's up to you. However, here the first use of the game's brilliant split-screen appears, as you see the cop plodding towards the bathroom door.
The body is discovered at some point, and an absolutely intriguing opening becomes even more fascinating when the next scene has you playing as the two homicide cops called to investigate.
Should you have hidden the knife, the cops will have to hunt for it to get important fingerprints. If you moved the body, mopped the blood, then the cops can figure this out too. As Carla and Tyler you speak to witnesses, gather clues, and begin your pursuit of the killer.
Can more games please do split-screen as brilliantly as this please?
When the game first came out in 2005, such an opening created incredible expectations. This was utterly extraordinary - you were playing against yourself. You were hunting for yourself, hiding from yourself, seeing both sides of a cat-and-mouse pursuit. What a remarkable idea for a game. It would have been.
It's interesting returning to it, knowing that not only will this back-and-forth only play a small part throughout, but that it was to be a constant descent into lunacy. The thrill was still there. The opening is still such a great idea, and it's still a treat to play it.
But this is less a game than a collection of ideas for other games to borrow. Or ignore. It's as if Cage looked at gaming, across many genres - adventure, first-person shooter, third-person action, rhythm-response, RPG - and attempted to abandon all traditions. The result is a hodgepodge of brilliance and idiocy, inspired reinvention and downright awful ideas.
Playing two cops, each has different skills. Carla's a much better police officer than Tyler, but Tyler will spot a detail or have an idea Carla may miss. You use them differently, but they work as a team. Heck, playing multiple characters is still a novelty, let alone conflicting characters. Here you play Lucas, his brother Markus, Carla, and Tyler. And perhaps most significantly, you're not only sympathetic to the murderer but playing as him, attempting to get away with the crime.
Cage's obsession with representing regular life appears whenever characters are at home. Lucas's apartment offers such wild opportunities as drinking a glass of water, turning the CD player on, or having a sit down. But these mundane activities all contribute to maintaining each character's stress levels. It's important to maintain their mood through what become increasingly traumatising times or they will simply lose the will to carry on.
And wee. Boy oh boy, is there a lot of peeing in this game. You don't have to, but it will relieve stress for your characters if you do, and there's an abundance of toilets around. Tyler can even wee right in front of Carla in the murder scene. There's a criticism to be made of other narrative-led game characters never needing to go to the toilet, and Fahrenheit appears to be trying to make up for all of them.
And of course private lives involve relationships. Tyler's girlfriend is concerned for his safety while at work, and needs to be reassured. Carla's gay next-door neighbour offers a friendly ear and some threatening Tarot reading.
Most significant is Lucas's ex-girlfriend, who comes to his apartment to collect the last of her things. Depending upon your actions, and your timing, this can be a simple exchange of cardboard boxes, or may end in sombre goodbye sex. (In the UK version this involves a particularly awkward sex mini-game of which the censored version is relieved.)
He's not nearly as dead as he should be.
Ah yes, those mini-games. They predominantly involve a Simon Says system in which two circles of four colours rapidly flash, and you must mimic the pattern along with it to, well, do all manner of things.
This can result in your simply continuing to watch a cut-scene, playing some basketball, performing on the guitar, or telepathically hearing another's thoughts. Or running along the side of a building and jumping a helicopter.
They're interchanged with Track & Field frantic key hammering which is tedious to perform (although extremely easy). And both have one rather enormous flaw.
If you're having to watch eight different coloured bars, and tap eight corresponding keys at the same time, there's very little chance of your seeing whatever's going on in the background. But Fahrenheit doesn't seem to realise this, decorating such moments with Matrix-inspired fight scenes, or vital plot-developing sequences. It's completely barking mad.
Then there's a bunch of other mini-games that appear here and there, the most notable being Carla's claustrophobia. When stuck in dark, confined spaces, in order to stay calm you must remember to breathe for her. This involves tapping the left and right arrows as you move around in first-person, performing tasks and solving puzzles.
B-ball. That's what cool people call it.
It's absolutely intriguing. Breathing too quickly will have her hyper-ventilate, not breathing at all will clearly cause similar trouble. So you have to maintain steady puffs and not be distracted by the other tasks.
And then... Well. Now we're in spoiler territory. Watch out.
Wow, does it go off the rails. A game about people, which spent time in their lives and dealt with the trauma of not only committing a murder against your will but then developing crazy visions and psychic powers, would have been fascinating. A game about an ancient Mayan Oracle fighting with a physical manifestation of the internet in a battle over the life of a small girl who has the answer to all of the questions of the universe... Pardon?
But that's where it's going, and there's nothing you can do to stop it.
As Lucas becomes more powerful, he learns more of who took control of him. It seems that an ancient Mayan force has caused people to kill others for centuries, the killer then going mad and committing suicide. But Lucas is different! He's special. And he's special because when he was a kid he snuck about a lot.
Oh good gravy, the dreams about his childhood are awful. They're a stealth game, in which Lucas and his brother Markus must run around the military base on which they live, attempting to sneak into places where they shouldn't oughtta.
This involves tiresomely avoiding the stare of guards and searchlights, with scant few checkpoints and crappy controls. But struggle through and you'll learn that Lucas saw an... oh good grief, I don't even want to type it after "Mayan Oracle" and "physical manifestation of the Internet". A... an alien artefact. There. Happy?
It's like Cage put all his ideas for game stories into a box, then on his way to his desk tripped up (presumably because he didn't press RED GREEN RED in time) and spilt the entire lot across the floor. Looking down at the resulting jumble his brain spasmed and he said, "Yes! That's it!" That wasn't it, David. That wasn't it at all.
There are other flaws. Tyler, an extremely nice guy, is perhaps not the most nuanced portrayal of a black man in a game. He likes soul music, you see, which he listens to in an apartment that looks like a tribute to a colourblind pimp's hideout. But he's good at basketball!
Carla's gay friend may as well just say, "LOOK! I'm a gay character in this game, and no one minds! See how no one is minding! Isn't it shocking that no one minds!" Um, no. He has one particularly horrible line about how hard it is for him to be gay, which he says apropos of absolutely nothing.
This is possibly the stupidest thing that's ever happened in a game.
While the acting is great, the dialogue does paddle about in the bland end of the pool, occasionally descending to lines like, "Feels as though somebody shoved a steel bar in my brain and then melted it."
However, let's look at what has been taken and run with: the conversations. It's only now, five years later, that games are noticing what a splendid idea Cage had.
When chatting with people a series of options appear, each represented by a single word. You have barely a few seconds to pick one of them (using a mouse gesture, as so much of the interaction does), and often times picking one will mean you never get to hear about the other two or three.
It makes the conversations feel real, alive, and lively. You can't just sit back and watch the scenes play out, nor click through the list of all the dialogue options, as is most commonly the case. You have to be alert, involved, and sacrificing one area of knowledge to gain another. Alpha Protocol is the most obvious recent adopter of this, with Mass Effect 2 employing some of it for its own dialogue.
It's also a game that understands mise-en-scène. There's a subplot that's pretty much unexplained about the world getting colder. But this begins with simple winter, with reports of heavy snowfall to come. It gives the game a colour and a tone, and emphasises the path Lucas, Carla et al are on.
Ooh! Colour!
The further you get, the more colourless the world becomes, washed out whites and greys dominating. Should you manage the "happy" ending, then for the first time vivid greens appear in an Eden-like scene.
What's disappointingly not been well adopted since Fahrenheit is the use of split-screen. Of course 24 had been on TV for a few years before the game came out, but neither seems to have inspired many others to use it as an effective narrative device, not only allowing you to see multiple perspectives, but also developing tension in situation of pursuit.
I like to remember Fahrenheit/Indigo Prophecy (let's ask the obvious question yet again: why was the game name changed for the country that still uses Fahrenheit as its measure of temperature?) as a game in which you can put dirty clothes in the washing machine, rather than one where you outrun helicopters after stealing a girl from an orphanage in order to prevent the internet or the Mayans from taking over the world while somehow having your pursuing cop fall in love with you without having met you.
I like to remember it for its remarkable use of motion capture, making the characters move in stunningly realistic ways, rather than for how Tyler has freakish arms that are wider and longer than his legs.
If only someone else had been in a position to edit the story, to point out that perhaps it didn't need to be about ancient curses, alien devices, and the bloody internet turning into an old lady/robot. It was doing rather well as a mysterious possession/murder story.
I like to remember it for being absolutely bursting with ideas, whether they work or not. I love that David Cage was bold enough to make this game, and willing to push things farther than perhaps works. It's how you find the limits.
You may also like...
-
Gravity Rush Review 53
-
Sony patents method to interrupt your gaming with an ad 127
-
Wii U Aliens: Colonial Marines is best-looking version because of console's "more modern tech" 90
-
Kingdoms of Amalur: Reckoning needed to sell 3 million to break even 75
-
XCOM: Enemy Unknown Preview: First Contact 9
-
Activision vs. Vince Zampella and Jason West: Inside the game industry trial of the decade 73
-
Arma 3 in-engine footage shows off lighting tech 24
-
Skyrim gets mounted combat in new update 59
-
App of the Day: Go Robo! 3
-
Jet Set Radio announced for PlayStation Vita 30
-
Ghost Recon: Future Soldier Review 132
-
Dirt Showdown Review 89
-
Minecraft overtakes Black Ops on XBL activity chart 25
-
Minecraft total sales hit 9.2 million 9
-
Anarchy Reigns delayed in the West, Platinum says 13
Comments (67) Latest comment 2 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
David Cage must have had considered the feedback, as in Heavy Rain, the plots are much more measured and grounded, however you feel about the murderer's identity.
We do need to see more games of this type, as gives us a more broader spectrum of games.
Comment below viewing threshold Show
It was crap.
The first scenes of this Fahrenheit are amazing, but it soon descends into crap stealth, Simon says crap and button bashing.
The conversations are great, and I'd love to see the end, but fuck me the on foot controls are broken and the button bashing and stealth bullshit is just bullshit.
Genius creative risk taking, and probably suicidal for your studio in the modern day. Oh, did the studio developing this title also fold? Not surprised, really.
Comment below viewing threshold Show
we ended up living in an old train station or something if my memory serves me correctly
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It is true Tyler was not the most nuanced rendition of a black man ever...though it was better than the black men in Still Life...which...ouch.
As for the track and field controls...they were irritating at first...and I wasn't the best at them...but I have to say they worked. By that I mean, after I finally pulled myself out of the wind...which was exhausting for Lucas...I was pretty exhausted too...or at least my fingers were. And I sort of respected that. On the other hand, the game was not made for people with repetitive motion injuries.
And lastly...that plot. You know, I was okay with the Mayans. I was totally on board with that. Ancient Prophesies...mysterious magic. that was fine. So...who were their enemies? The internet? That just didn't work. The enemy should have been Templars or Hermetic Mages or something that fit thematically with ancient Mayan mystery cults. Not the internet.
Comment below viewing threshold Show
Walking around Agatha's house was one of the highlights, very atmospheric and creepy. Just finding candles for her and feeding the birds I was like "Okay then..." The whole thing was Hitchcock meets Lovecraft, albeit not as good it came close-ish.
Comment below viewing threshold Show
Yes. And the Grand Canyon is kind of a hole. And the Sun is sorta hot.
If this was "a little ridiculous", I don't ever want to be in the same room with "medium ridiculous", let alone "full-on bat-shit crazy".
Comment below viewing threshold Show
I'm pretty sure it was US Atari who wanted to change the name cause they belived people would connect it with Fahrenheit 9/11. If I'm not mistaken, David Cage said so in some interview back when the game was new.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Going from that to Alan Wake was actually quite jarring because you had this beautiful world like Indigo Prophecy but the character had a pre-determined personality you had no choice over how he reacted to anyone he met in the story and as such it stopped you from becoming so immersed in the story or even interested in him.
Comment below viewing threshold Show
This isn't bad in itself ofc, it's very cool not having to do precisely everything in a scene before proceeding, but as that wasn't good, and there weren't any puzzles to do the only gameplay that remained was the shit button mashing. Which meant that the game really had to do good story to make up for everything, but even just after the diner scene it became nothing better than a made for DVD movie.
So yeah, some interesting ideas but nothing that could save the game. I was wary of day one, full price games for a few years after that one.
Comment below viewing threshold Show
I loved the moment the game changed from regular life murder mystery to bullet time Matrix for the first time, it was just such an awesome shift in gears... but then everything went downhill, as mayans were brought in, and then THE EVIL INTERNET jumps in from nowhere, and Jesus Zombie... what the hell, Cage, what the fucking hell?
Why not just make a great game, why intentionally sabotage the everloving fuck out of it? Sigh.
Comment below viewing threshold Show
Comment below viewing threshold Show
HR is a good game, but I'm not likely to ever play it again unlike Fahrenheit.
Comment below viewing threshold Show
Yup, the dev folded, yet somehow still managed to make Heavy Rain, mental!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
peak_performance has hit the nail on the head about what is really wrong with this game - the illusion of nonlinerarity, or the shallowness of that illusion. For example, it shouldn't have been a big ask for Tyler to be able to tell his whiny-ass girlfriend to get lost, but the need to avoid getting him 'stressed' meant molifying her was the only real option. When I realised on the second playthrough that he was stuck with that option every time I would play the game, I switched off.
Comment below viewing threshold Show
Ah, Fahrenheit – the definition of lost potential.
Interestingly I know several people who gave up on it just after the rooftop battle (about two thirds through) – just before it gets really, really messed up. Every one of them thought it was a great game - had I given up then I would probably agree, but sadly, I finished it and ruined it for myself. The last third is utterly awful in so many ways.
IIRC it was originally intended as a trilogy but for some reason they couldn’t do that, so I think the last third was effectively chucking in everything they wanted to put into the sequels, which might explain the head-spinning speed of the twists.
@Alestes - I think I read the same interview – certainly, that was also my understanding of the name change.
Comment below viewing threshold Show
Ah. David Cage's script checker has arrived...
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It was broken for me right at the end, though. The final battle was (IIRC) in 2 stages, and on my PC the second stage was more or less impossible. This meant that although I finished it, I never got the 'good' ending. Some time later, I found out that this was a problem with the PC version and there was a workaround of some kind, but by then I couldn't be arsed going back.
Comment below viewing threshold Show
Comment below viewing threshold Show
It's a PS2 era game :'(
Comment below viewing threshold Show
The intro in the diner is great though, really feels like a modern crime drama. By the time it gets to the end with bigger WTF moments than Lost, I was laughing so hard a kept failing the key presses.
I think the Americans were probably better off without the sex scenes, they're so cringingly awful I wanted to skip them.
Comment below viewing threshold Show
Comment below viewing threshold Show
You are old, get used to it
There's an entire generation of gamers for who the current gen is the first gen.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Angelo Badelamenti. Whilst I remember really liking the music it just hasn't stuck in my head. Might have to go back and have a listen.
Comment below viewing threshold Show
I found it an enjoyable game and one that left more of an impression on me than the very similar, plot-hole-tastic Heavy Rain.
Felt like Heavy Rain was just a toned down re-imagining of Fahrenheit's 'Heavy Snow'.
Comment below viewing threshold Show
/Offers around some Werther's Originals
Comment below viewing threshold Show
in short: Great Article.
Comment below viewing threshold Show
Comment below viewing threshold Show
*struggles to unwrap the Werther's Original*
*sobs quietly*
@ busboy33: You said that if this plot was 'a little ridiculous' then you didn't want to see totally batshit crazy? Then don't watch this: http://www.youtube.com/watch?v=cCK7njbgD... (gets more bonkers as it goes on). Fahrenheit was cookoo, that video does just about top it, I believe.
Great game, really enjoyed it, even for the mad plot. It reminded me a bit of the old Spectrum days when the plot of a game could be something like 'control a speck of dust as it tries to escape a house'.
*goes back to the fiendish Werther's wrapper...*
Comment below viewing threshold Show
Holy shit this did this game go off the rails. My favorite moment is when it was revealed that the little old lady in the non-motorized cart, completely out of nowhere, turned out to be a glowing yellow AI construct cyborg from the internet. And I didn't even see it coming. In a way that is the best god damn twist ever. My head almost fell off.
What Eurogamer doesn't mention is the secret society of hobos who were guardians of something...or whatever, I don't remember if it was ever explained. Oh and zombie sex. Neo dies but is brought back by the powers of the internet. Carla then decides to pork the undead corpse in the freezing cold for no apparent reason.
Such a weird game. It ought to become a cult classic for all kinds of reasons.
Comment below viewing threshold Show
I think I undersand PC users complaints about the controls now. I played it on PC at the time, but used a Playstation pad and it works so much better than the mess of mouse and keyboard. If you're trying it that way, it's actually a really frustrating game.
Still one of my favourites of all time - even though its story is bat-shit crazy.
Comment below viewing threshold Show
I liked the game anyway. It gets weirder as you advance, but it has its charms. I liked the ending about Lucas and Carla preparing to fight the machines (neo and trinity, mixed with john connor and whatever girl was with him at the end of terminator 3) and the idea about the beggars being men or women on a mission (they see everything but they remain unseen).
Nice game anyway, i enjoyed it more than Heavy Rain. The Mystic and nonsensiscal stuff made it more interesting (ok, i don't like games being a "real life simulator"
Comment below viewing threshold Show
Fantastic, yet underrated game in my opinion and certainly one of my all time classics!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Ok, it is clear from the outset that there is some element of mysticism in the game. But it throws so much in it becomes rather ludicrous, the suspension of disbelief required crossed the line for many people.
as you mentioned Indiana Jones in passing, I'll use the latest Indiana Jones movie as an example of something crossing the line. The Indiana Jones series set itself up as having mystical / biblical undertones from the start. They worked fine. When the last Indiana Jones film introduced aliens into the concept, it seemed jarring. Now aliens are no more ludicrous than the mystical content found in earlier films, but they seemed out of place.
Fahrenheit set itself up as some sort of mystical murder plot, set in the "real" world, albeit with some kind of supernatural undercurrent. Thats the impression I got from the demo at the time. But playing the actual game it fairly rapidly descends into total craziness, the "real" world setting kind of collapses due to the ideas being so outlandish.
The story being so totally nuts is partly why I do, ultimately, like it though. Don't think I've seen anything with such a crazy plot since.
Comment below viewing threshold Show
As you say, the game had mystical undertones from the outset. Whatever the force controlling Lucas - be it a Voodoo priest, Psychic Lizard or the internet incarnate - it was always going to be outlandish to some. I do agree that the story took a few strange leaps
I have been fortunate enough not to see Kingdom of The Crystal Skull
There is definitely a massive gulf between terrestrial and extra-terrestrial boogie-men in peoples minds. That is obviously due to the exposure to religions we all experience. When a bit of ancient mythology goes into the mix, the caveman inside us all pricks his ears up. To believe in little green men takes that extra stretch.
Comment below viewing threshold Show
As Robot Chicken put it, What a twist!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
A thing this game absolutely nails is atmosphere, its end of days feel is potent and truly engrossing.
Comment below viewing threshold Show
Comment below viewing threshold Show
I also fucking hate this game.
both of those statements are true.
loved everything John mentioned liking in his write up.
hated the fucking quick time events.
anyone reading this that played the game? any of you remember:
the fucking tight rope walking bit where you have to save your EX?
well i fucked that bit so many times i fucking "RAGE-QUIT" the game for 6 whole frikkin months.
I shit you not.
I eventualy found out how to do that bit and finished the game...
and yeah... BAT_SHIT_CRASY ending...
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Plus, it made Heavy Rain possible, which was excellent.
Comment below viewing threshold Show
Had a good old chuckle at this. So true.
Game had me gripped for ages, pretty much untill the whole helicopter chase sequence, or the matrix-style fight.
And the Internet thing confused the fuck out of me.
Still haven't got Heavy Rain, really need to though. Just hope the story stays pretty grounded in that.
Comment below viewing threshold Show
I bought this because of the crime angle and Mrs Metal and I sat down to play it together.
We finished it, but mostly because we just couldn't believe that it was going to get any more ridiculous. But it kept getting ridiculous. Yes, physical manifestations of the Internet and your apartment trying to kill you... but the zombie sex.
Lucas dies, and returns as a zombie. Carla falls in love with him, and with New York now totally frozen they hide in an abandoned subway car deep underground, and an interminable sex cutscene ensues in which she has hot naked sex with his cold undead body.
But that's not the best part.
During the 'eden' ending cutscene, she's PREGNANT.