Fahrenheit (Indigo Prophecy) Retrospective
By LouChou 2 Comments
We start on a film set, as a tubby French gentleman - Fahrenheit's Director, David Cage - confronts us with instructions on the controls and techniques that will see us through the modest, six or so hours that follow. We assume the role of a crash test dummy, and guide this vessel from wall to wall of the setting, little hints of what's in store peppering crevices of the creative space. It's a some what poignant beginning to an experience that would much sooner allude to being interactive cinema than a mere video game. In the film business it's referred to as breaking the fourth wall; that instance you engage the audience and turn the passive observer into an active participant. But then a gamer must surely, on some subconscious level, ask his or her self just if or when that happens in every video game.
When you pick up a pad, do you automatically assume the role of hero, or are you merely the guide; the puppet master peering down from above the strings? On gaming journeys where you, the gamer, and your pixelated alter-ego on screen share in an experience it's not hard to find yourself filling the shoes of the protagonist. Unknowingly you can refer back to your actions in a game as if you were the person who physically acted on them, like you'd pulled the trigger to drop the kingpin, executed the sharp turn, or scored the most decisive goal in the final. This immersion was one of the strongest factors behind why I didn't consider Fahrenheit an instant classic that moment I'd finished the game. Quantic Dream's decision to have you assume the role of multiple heroes, and even a villain or two, shatters the ability to form a bond with your lead, as the starring roles in this piece are split between up to three different characters at any one time. It's a creative approach that, on one hand, I certainly admire, but on the other it was a bad decision for the narrative progression of the game, and an even worse one in the spirit of gaming as a source of immersion and escape.
At this point you're probably questioning why I'd be doing a retrospective on a game I don't even seem to like, but I assure you that couldn't be further from the truth. In fact, despite Fahrenheit's most fundamental flaw I consider this to be an astute example of gaming's potential to hold its own with cinema as a legitimate narrative platform. It makes a strong case for the idea that interactive story-telling should be considered the next evolution in entertainment. As a gamer you are encouraged to make snap decisions that effect the progression of your journey, and this is something wholly unique to video games. It's not as if you could sit down to a movie at your local cineplex and be confronted, directly, at various stages of the film, with options for where you want to see the movie go. Even DVD, in all of its empty promises of a fully interactive experience and a future in which cars hovered a foot from the ground, failed to make good on the pledge to evolve home entertainment (can anyone say My Little Eye?) There is arguably much room to grow, and Fahrenheit is not a flawless masterpiece that's going to visually or narratively put The Godfather to shame at any point in the near future. It did, however, present the world with a series of ideas that can only be explored and elaborated on with tomorrow's games.
In 2005 Atari shared with the world a solid adventure game, but more than that the company released a package of concepts that revitalized a specific aspect of the gaming industry, which, in turn, belong to a team seemingly dedicated to the idea that the script, story, and character development in a project don't have to be an afterthought. While gaming is dominated with mascots dripping in machismo or sex appeal, it's nice to believe in an industry where the likes of Fahrenheit's Lucas Kane can be revered alongside a Marcus Fenix or Master Chief.
I'll end this on a video I only recently got around to watching. One that, in my opinion, is an incredible achievement for gaming as an art form, and affected me as much as just about any scene I've caught in film or television. Enjoy.
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