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.

1

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.

2

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.)

3

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.

4

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.

5

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.

6

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.

Comments (67) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Setaro #1 2 years ago

    Never have I seen a plot go as absolutely mental as Fahrenheit in it's final third. Didn't stop the game being great though.
  • GamesConnoisseur #2 2 years ago

    Yes agreed, the game was still fun and enjoyable if you allows the plots to wash over you! Donnie Darko or The Box type of plots twists or suprises seek to be very overly represented here!

    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.
  • Ryze #3 2 years ago

    In the US, Fahrenheit was a FMV Mega CD game about Firefighters. I grabbed the Mega CD/32X import in the late 90s, and used a disc swap with Tomcat Alley to get it loading.

    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.
  • INSOMANiAC #4 2 years ago

    I remember getting hit once by the last bad guy and getting the 'bad' ending after all my good work !

    we ended up living in an old train station or something if my memory serves me correctly
  • smokeytab #5 2 years ago

  • NewbieZilla #6 2 years ago

    I love this game. Even its daft moments.
  • Phishfood #7 2 years ago

    This is one of those games that I'll always remember. So fresh and original even now. For the longest time after I played it I kept asking "Why haven't other developers tried to make a game more like this one?"
  • danjfor #8 2 years ago

    As I recall, the thing that scuppered Fahrenheit for me before it had even started was the smugness of it. David Cage showing up in the tutorial; his little statement in the manual about how crummy action games were and how Fahrenheit was the big new revolution; even the fact that the title screen said "New movie" instead of "New game". For a game that ended up as just a disappointing mash of ideas there was a unjustifiable degree of self-satisfaction about the whole production.
  • Yossarian #9 2 years ago

    I'm glad someone somewhere stole my line about it being Mayan priests fighting the fucking Internet by the end. Interesting ideas, awful, awful videogame.
  • trooper6 #10 2 years ago

    I did love Indigo Prophesy...even despite some of its problems.

    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.
  • AnsemsApprentice #11 2 years ago

    A fantastic game, brilliant atmosphere, likable characters (Except Lucas ironically) It did get a little ridiculous towards the end, but I loved the whole ancient power thing, really freaky. The psychic mind fights were totally devoid of intelligence but I enjoyed it over all, bleak and beautiful with some flaws. Still in my top 50 of all time, relatively low on the list but it's a game close to my heart. It did things differently, it definately wasn't a cookie cutter cliche. David Cage thinks he's a brilliant writer but, he is a bit of an amateur in my opinion.
    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.
    Edited by AnsemsApprentice at 30/05/10 @ 12:54
  • busboy33 #12 2 years ago

    "It did get a little ridiculous towards the end"

    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".
  • Alestes #13 2 years ago

    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?:

    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.
  • LR100 #14 2 years ago

    Don't forget the mysterious group of evil-fighting hobos!
  • Rack #15 2 years ago

    In many ways I preferred the last half of the game to the first, playing it for the first time it ws just so delightfully, unapologetically, rampantly and unintentionally bonkers that I was howling with laughter at every plot twist. It did kill the replay though, there's just no way it could be funny a second time. How could I forget when it was deemed Mayans vs Alien power cult vs the Internet was just bland without the addition of super-hobo spies.
  • kule #16 2 years ago

    Fantastic game, I played this for the first time recently and what surprised me the most was that you get so used to being able to make you're own decisions about how the characters react and from that you get immersed in the game even more.

    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.
  • peak_performance #17 2 years ago

    The thing I remember most about Fahrenheit was how much the nonlinearity that Cage hyped only was cosmetic. No matter how you played you still went through the same scenes with minor details changed.

    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.
  • TheJuriel #18 2 years ago

    This game would be awesomesauce if not for the whole last half of it.

    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.
  • siro #19 2 years ago

    The beginning sequence hinted Fahrenheit to become the best game ever. The first hours alone make it one of the most memorable games I've ever played. Thinking about it, the whole fucked up ending make it very memorable as well. ;)
  • DaemonSpawn #20 2 years ago

    It's interesting that while Heavy Rain's plot seems just like Fahrenheit without yellow AIs at first, I do like Fahrenheit better and still remember many details warmly. Its characters are better written and they somehow feel more alive than Heavy Rain's.

    HR is a good game, but I'm not likely to ever play it again unlike Fahrenheit.
  • BBIAJ #21 2 years ago

    @Ryze:

    Yup, the dev folded, yet somehow still managed to make Heavy Rain, mental!
  • Toothball #22 2 years ago

    I also enjoyed the earlier half of the game more than the ending. I didn't mind the second half so much for the most part, but it was a bit of a let down to have the endings determined entirely on the final scene rather than anything else that had occurred up to that point. I missed the last QTE and got the bad ending, and there wasn't anything I could do about it. Didn't bother going back to see the rest after that.
  • Old_Books #23 2 years ago

    One of those games that seems to get it's plaudits for having interesting ideas rather than being any kind of fun to play. I don't personally like QTE's in any game but Farenheit's were especially awful. And the outbreak of 'love' between the two main protaganists was utterly ridiculous.
  • deiseach #24 2 years ago

    I enjoyed the mini games which involved you pounding buttons or doing things quickly and, strangely enough considering I usually can't walk and chew bubble gum, I was able to appreciate the background action. The scene where you have to escape the combined cavalry was particularly impressive, there was a real sense that what happened on the screen was in sync with what you did on the pad. The slower ones though, like Carla breathing or entering the base, were a pain. Learning how to climb a fence took five minutes and I never could get it reliably right which was doubly galling as you ended up back at the start of that particular task - a lot.

    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.
  • ectotropic #25 2 years ago

    “on his way to his desk tripped up (presumably because he didn't press RED GREEN RED in time)” – roflmao!

    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.
  • 3william56 #26 2 years ago

    ^^
    Ah. David Cage's script checker has arrived...
  • CaptainQuint #27 2 years ago

    Having just played and enjoyed Heavy Rain, I find it remarkable just how quickly it has faded from my memory. Button combos and quick time events don't really stand the test of time. Indeed, I suspect that Cage's ambitions will only come into full fruition with the arrival of Natal (Wave?) et al.
  • slivir #28 2 years ago

    Terrible game. I can't understand all the fan fare it has attracted. Started off OK but when the plot went batshit insane I just kept playing for laughs. The end fight was so ridiculous, I couldn't stop laughing.
  • docrob #29 2 years ago

    I thoroughly enjoyed Fahrenheit, though I had exactly the same feelings regarding the QTE button presses making you miss what was actually going on... which missed the point slightly. And the stealth sections were truly awful. And yes, the plot was clearly concieved by someone on mind-altering drugs.

    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.
  • Lunastra78 #30 2 years ago

    Fahrenheit/Indigo Prophecy is like making love to a gorgeous, yet mysterious woman who, out of nowhere, decides to take a huge s**t on your face during climax.
  • Retroid #31 2 years ago

    "Retro"?

    It's a PS2 era game :'(
  • Ged42 #32 2 years ago

    There's only a few Japanese RPGs that have as mad a plot as Fahrenheit.

    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.
  • Luckyjim #33 2 years ago

    Great until the supernatural stuff. It's also worth a mention for the excellent Antonio Badlamenti (sp?) score - a David Lynch stalwart.
  • dominalien #34 2 years ago

    @Retroid

    You are old, get used to it ;-)

    There's an entire generation of gamers for who the current gen is the first gen.
  • I\'mListening #35 2 years ago

    Yeah; apart from the stealth scene and the from-out-of-nowhere-ending, this game was phenomenal. It was one of the most original games of the last generation, and one I still own and treasure.
  • persus-9 #36 2 years ago

    I played this for the first time just a few weeks back after the Steam sale and I have to say it wasn't nearly as crazy as I expected. The plot does actually make sense it just gets revealed in a fairly random fashion and requires that your disbelief be not so much suspend as fired, frog marched out the back entrance by several large men from an independent security contractor and beaten to a bloody pulp as a friendly warning in case it was considering ever trying to work in the thought industry again.
  • AnsemsApprentice #37 2 years ago

    I think an Alan Wake comment is appropriate here. The only problem I had with it was the writing, Sam Lake thinks he's Stephen King and he isn't, he is a poor, poor writer. This is the same with Fahrenheit, the game itself is engaging and interesting, but the writing is...shit. Good characters, the atmosphere is thick and mysterious but, it should have stuck to the gritty new york murder story-line, and then it just would have been a low res version of Heavy Rain which in retrospect, is exactly what it SHOULD have been. The ancient Mayan part was awesome but it didn't fit, it was two different games mashed together, like puzzle pieces that don't match so you hammer it in with your fist. Still a great game.
    Edited by AnsemsApprentice at 30/05/10 @ 13:12
  • TheSnotGoblin #38 2 years ago

    "Great until the supernatural stuff. It's also worth a mention for the excellent Antonio Badlamenti (sp?) score - a David Lynch stalwart."

    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.
  • RESIDENT_nEVILe #39 2 years ago

    I didn't mind the plot going off into outer space - it was on the cards that there was going to be a supenatural element present from the beginning of the game. It's like when people complain about the Uncharted series having 'Zombies' or 'Blue Guys' when it's clearly based on adventures like the Indiana Jones franchise.

    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'.

  • Retroid #40 2 years ago

    dominalien: "You are old, get used to it ;-)"

    /Offers around some Werther's Originals
  • webcider #41 2 years ago

    Damn i love Eurogamers Retro spective really makes me believe these journalists love their games and know what kind of things drive the Industry forward. which is why i always come back to a good Retro spective reading.

    in short: Great Article.
  • Scimarad #42 2 years ago

    Personally I like the idea of the really, really mental plot. It was just the designer's desire to make every action as complicated as possible that I couldn't stand. This game totally put me off playing Heavy Rain (which seems to share this fascination with the idea that you have to perform every single action manually) though the demo did still seem rather intriguing.
  • Doctor_What #43 2 years ago

    *removes teeth*

    *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...*
  • VibratingDonkey #44 2 years ago

    This article pretty much exactly mimic my own feelings about the game, and most everyone else's I would imagine. Sometimes I find myself thinking Fahrenheit was a much better game than Heavy Rain, because in some ways it was. But then my brain is just trying to repress certain memories.

    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.
  • MisterFalseName #45 2 years ago

    Have just loaded this up for the first time since completing it around 4 years ago (I guess?)

    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.
  • Postumo #46 2 years ago

    mental and nonsensical plot that mix "Davinci Code" "Matrix"and "Apocalipto" ideas XD.

    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";)
  • Soton4084 #47 2 years ago

    Brilliant game, which was and still is (to a certain extent) ahead of it's time. I agree that the storyline went off the rails towards the end, but the gameplay was revolutionary and I truely believe that it's one of the best games I ever played on my PS2. Heavy Rain might be more polished and certainly has a better storyline, however I kind of prefered Fahrenheit overall.

    Fantastic, yet underrated game in my opinion and certainly one of my all time classics!
  • Metalfish #48 2 years ago

    The simon says bullshit killed this game dead for me. Am I remembering to breath to prevent my character from passing out? Or am I playing the worlds worse guitar hero song?
  • ZenithPuzzle #49 2 years ago

    I played it on the Xbox and due to the controller, I was unable to get past a particular scene (the storm in Lucas' flat ) . When my hands ache from all that button pressing, it's time to give up. The game's opening scene was amazing though, one of the best I've ever experienced.
  • drhickman1983 #50 2 years ago

    "I didn't mind the plot going off into outer space - it was on the cards that there was going to be a supenatural element present from the beginning of the game. It's like when people complain about the Uncharted series having 'Zombies' or 'Blue Guys' when it's clearly based on adventures like the Indiana Jones franchise."

    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.
  • RESIDENT_nEVILe #51 2 years ago

    @drhickman1983:


    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 ;) but that's part of the charm for me (not to say it isn't very flawed).

    I have been fortunate enough not to see Kingdom of The Crystal Skull :) but see your point and agree.

    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.
  • RodHull #52 2 years ago

    The plot twists would have even made M. Night Shyamalan blush.

    As Robot Chicken put it, What a twist!
  • DoctorFouad #53 2 years ago

    Wow fahrenheit was one of the best exepriences I had last Gen it was an incredible game ! a lot of innovative ideas !
  • hilts #54 2 years ago

    This was an amazing memorable game - the last part of the game was weird and frustrating , but 3/4 of the game was fantastic and unique in my opinion. Loved Heavy Rain too but actually wished for some more qtes - am I a masochist?!
  • Hecktar #55 2 years ago

    Excellent article as always. I really enjoy Walker's retrospectives. I liked Fahrenheit's first few hours. it seemed like it was going somewhere interesting. But once all the matrix effects started flying and the plot degenerated in to a jumbled mess... I kept on playing only out of a morbid curiosity. The first few scenes in the diner and the conversation between Clara and Lucas at the office were the high points of the game.
  • BBIAJ #56 2 years ago

    Nice Psychoville almost quote there!
  • Metalartin #57 2 years ago

    I enjoyed this game alot but Im not sure what replayability value is there --well unless you really like the story-- I suppose it was the trade off for what they acheived with it.
    Edited by Metalartin at 31/05/10 @ 00:50
  • trip919 #58 2 years ago

    I completely agree about the start being terrific. It’s also very misleading, as the game progress it stays in typical adventure mode without the various options to tackle each situation. If he could have followed through with the countless scenarios outcome it could have been a classic. He would have had to ditch the batshit insane final third as well.

    A thing this game absolutely nails is atmosphere, its end of days feel is potent and truly engrossing.
    Edited by trip919 at 31/05/10 @ 01:43
  • cristoflanga #59 2 years ago

    This was great! I would kill to see a Conker's bad fur day retrospective :D. One of my favorite games ever.
  • actionfitz #60 2 years ago

    I fucking love this game.
    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...
    Edited by actionfitz at 31/05/10 @ 03:17
  • Samuel.Crow #61 2 years ago

    Absolutetly loved this game at the time. But then again, not owning the console mysefl, it's also the only game for the xbox that I've played all the way through. Sure, the story may have a few too many elements that doesn't allways quite fit together. But as others have said, that is a large part of it's charm. It did things other games didn't dare to do. And I found the QTE's fine, but maybe I was just good at them...
  • Demiath #62 2 years ago

    A couple of atmospheric first few hours can't help this pretentious train wreck of a game. Apart from FFXIII, I've never cared less about a game's story than I did during the second half of Fahrenheit, and considering just how plot-centered this depressingly simplistic action adventure is, that's really saying something...
  • Koozer #63 2 years ago

    Oh by the way, Hitman games use split-screen to show you when an important figure is doing something, eg. finishing repairing that fusebox you sabotaged and heading back to the guardroom you're currently in. It's not quite the same thing, but it's close.
  • Peew971 #64 2 years ago

    My favourite last-gen game. That game made me buy a PS3 just for Heavy Rain and I didn't even know what it was going to be about :)
  • Zebula77 #65 2 years ago

    Definitely a very memorable game, and I remember it with fondness. True, the over-reliance on QTEs made the filmatic sequences unwatchable and the stealth bit was almost gamebreakingly bad, but I loved the setting, the characters and the story (up to the jumping-the-shark bit).

    Plus, it made Heavy Rain possible, which was excellent.
  • azazel_fallenangel #66 2 years ago

    "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. "

    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.
  • metalangel #67 2 years ago

    Just for posterity:

    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.