PlayStation 2 interactive movie/game Fahrenheit comes out on PlayStation 4 next week, on 10th August.
26th January 2015
Heavy Rain and Beyond: Two Souls developer Quantic Dream is releasing a remastered version of its 2005 sci-fi thriller Fahrenheit (or Indigo Prophecy, as it's known in North America) on PS4 18th July.
Priced at $14.99 (so about Ł9.99 in the UK), Fahrenheit: Indigo Prophecy Remastered will feature 1080p resolution. And if it's anything like the Steam version of the remaster, it will be based on the uncensored European version of the original game, which contains an extra sex scene.
Fahrenheit uses Quantic Dream's familiar choose-your-own-adventure design wherein players assume the role of a man who ostensibly killed someone but has no memory of it, and a detective investigating the murder.
A remastered edition of David Cage's 2005 adventure Fahrenheit (or Indigo Prophecy as it's known in North America) is getting a remastered edition for PC and Mac.
Leaked on Amazon [since removed], this spruced up HD edition, dubbed Fahrenheit: Indigo Prophecy Remastered, is due on 29th January and will cost $9.99 (about Ł7) for a Steam key.
This remastered version will feature enhanced visuals that can be toggled on or off along with full controller support and a "fully orchestrated" soundtrack.
Video game marketers in the US are too conservative and often struggle to sell story-driven titles, according to Heavy Rain creator and Quantic Dream boss David Cage.
Here's my impression of David Cage brainstorming ideas before making a game:
Before embarking on Heavy Rain, David Cage - adventure-game auteur and chief of the Quantic Dream studio - made Fahrenheit. A similarly daring exercise in interactive narrative, known as Indigo Prophecy in the US, Fahrenheit is remembered with equal amounts of fondness and embarrassment by gamers, sometimes at the same time.
In December 2007, Microsoft launched the Xbox Originals platform. Part of Xbox Live Marketplace, it allows you to download Xbox 1 games for 1200 Microsoft Points (GBP 10.20 / EUR 12.00) apiece, with the likes of Halo, Psychonauts and Fahrenheit among the launch titles.
Sony is giddy with excitement after revealing a new collaboration with Fahrenheit developer Quantic Dream.
It says a lot about the nature of the games business that a game as exciting as Fahrenheit can be left hung out to dry by its publisher. Less than a year into the game's development, Quantic Dream was left contemplating its options once it became clear that its publisher Vivendi-Universal Games was no longer interested in releasing it. With the personnel that originally signed the game for VUG having left the organisation, those left in charge seemingly had no clear understanding of where the project was heading or its commercial value.
As Quantic Dream boss David Cage recounted in a recent interview with Eurogamer, "We had no one to talk to and we suddenly felt a little bit lonely without any kind of support. It quickly became obvious that no one in the new American staff had any time to spend trying to understand this strange new idea."
Stop me if you've heard this one before
14th August 2005, 23:12. Unknown place.
I'd been sitting at the PC for hours trying to review Fahrenheit. It was getting late; my health was deteriorating, and the pressure to write something that slotted neatly on the end of Kristan's conclusion was immense. Was this the saviour of the adventure game genre? Were its action sequences the awkward inclusions he'd told me they were? I wasn't sure. Fahrenheit may have been flawed, but it worked for the most part - and it felt like the process of getting to the bottom of that would involve contradicting the man who held sway over my words many times over.
Then it hit me. And I let the scene play out.
A playable demo for Fahrenheit, Atari's forthcoming paranoramal thriller for PC and consoles, is now available for download.
In a week that's seen Hilly Bandwagon Clinton roaring sanctimoniously about the horrors of a bit of poorly animated rough-and-tumble in Grand Theft Auto, it's interesting that we've spent parts of the weekend wrapped up in a game that demonstrates better than any other that life experience as a whole holds a magnet to your moral compass, not the patterns of behaviour bred in the average gamer.
Yesterday we heard Quantic Dream CEO and founder David Cage discussing his goals for Fahrenheit and the difficulty in convincing publishers to take an interest in his unusual idea. Continuing our chat today, Cage reflects on the importance of choice and how to include it, his inspirations on the big screen and in the world of gaming, and how he came to wind up as a character in his own game.
In the me-too, sequel, licensed fodder-obsessed era that we're currently stuck in, a game as ambitiously forward-looking as Fahrenheit is like a breath of cool fresh air. Abandoning the current trends and pursuing ideas that have long since been foolishly discarded by others, Quantic Dream's latest labour of love could well be the first narrative-driven title in years to reawaken the public's long dormant thirst for adventuring.
You know how it is. You've just attempted to eat a dodgy Steak and Eggs in your local diner. It seemed like a good idea at the time, but the upshot is that you're sitting in a rarely cleaned cubicle out back surveying the graffiti and wishing you'd lain toilet tissue around the seat before you sat down on it. The floor's slick with carelessly dispensed urine, half the lights don't work, the barred window's open and it's snowing outside. And then an innocent regular enters to remove the cheap coffee from his system and you try to put your senses on standby for a few more seconds before making your exit. An everyday, unremarkable scene of urban squalor the world over.