Fahrenheit demo available
Try out Atari's psycho-thriller.
A playable demo for Fahrenheit, Atari's forthcoming paranoramal thriller for PC and consoles, is now available for download.
The 285MB demo gives you the chance to play through the game's opening, and starts off with an in-game introduction by director David Cage.
Fahrenheit is set in a near-future New York City where ordinary citizens are going round killing complete strangers for no discernible reason. One such citizen is our hero Lucas Kane, who wakes up to find he has murdered someone in a men's bathroom - and has no recollection of why.
It's action adventure with a very dark flavour, essentially, and as you'll know if you read our first impressions of the game it's shaping up rather nicely.
Fahrenheit is due out on PC, PS2 and Xbox in the autumn.
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Comments (28) Latest comment 7 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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edit - Help I'm trapped in recursion!
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anyone.....?
/waits patiently in the corner entertained by sickpuppy stumbling about in circles/
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http://w ww.factornews.com/download.php?f=401
p.s. the demo is, apparently, english.
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It's not just you, but it's weird nonetheless that you mention it in respect of Fahrenheit. 285 MB for the demo of a high-profile game is nothing these days.
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Personally, if I had to put my neck on the line for a crap game (Dave Perry, if you need a press guy for your next Matrix crock...) I'd only release PShopped screenies and they'd be about 30 pixels square and feature the only bit of the game with a hint of nipple about it... call me cynical....
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Which is my point.
I mean, yesturday i downloaded worms 4 demo. Almost 300 meg, and only ONE level? WTF?!?!
But in this case, if they didnt give me needless fmv, it'd only be about 20meg! (or so.. lol)
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And then when you go talk to the cop you don't get a choice of things you'd like to say to him.
Seems a little restrictive to me even if it does suggest multiple options.
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Your comments reinforce my biggest fear about this game. Interactivity and storytelling are kind of at opposite ends of the same stick, thought they can share the same space the balance can be difficult to manage.
Though I would very much welcome a nice adventure game so I'll download the demo and have a nosey, with what might even be termed optimism (I am capable of it, though I generally feel its overated).
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Exactly. The thing is, if it was a typical linear adventure, noone would complain. Now that it's a bit non-linear, people (including me, probably!) will complain that it's still too limited. Make it even more non-linear though, and you just can't tell a good story.
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Then say thanks, play it and enjoy it as it is. Of course there will be reasons to bitch (body goes only in that particular booth, I can't mop the floor twice bla bla) but come on...
I really liked the demo, I'm looking forward to the game (when's the euro release?)
Oh, and they better not fuck up Omikron 2...
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Unskippable cutscenes. Fuck you, self-indulging director, but I don't want to watch it twice. Once was enough, now give me a skip option, you fuck! Goddamnit, why can't these people just go into films instead, if that's what they so desperately want to do?
Also, "quickly hit the left and right arrow..." What is this? Track & Field?
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Nope! That'll be the interactivity they're forced to throw into their masterpiece.
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For what it is, it's not done badly. The core concept is not even close to what interactive storytelling can achieve, however.
Kangaroo - we talked about this thing before, and yeah, this is not what I was hoping for. I believe that story and game play are absolutely reconcileable. Games are stories in hindsight. This game is an aggrandized "choose your own adventure" model, but I'm looking for something a lot more generalized systems for what I'd dubiously term "story space" (like "possibility space" but the range of possibilities which are percievably "story like"
And that introduction was a bit patronizing, too. "You can make choices!" like it's some kind of friggin revolution in design.
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I'll wait till its cheaper...
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Aroused my interest enough to make me buy it, I think. Just as long as they don't release in late november...
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For a game that lives and dies - well, maybe not, but they certainly are attempting something relatively fresh here - releasing a demo that doesn't highlight the core concept of your game is just... well, stupid. And having the designer prattle on at the beginning just serves to highlight how stupid; we're not shown how the various actions - I'm loathe to call them paths, because really, there are only two "paths": you escape or you're caught - you can do through the first scene affect subsequent scenes. Does it matter if you drag the body into the stall? Clean the floor? Pay the bill?
We just don't know...
I remain intrigued, but that demo didn't really do anything to help me ascertain if this game is more than another glorified adventure game with QTEs.