Fahrenheit? Indigo Prophecy? A more appropriate name would be "20+ hour Quicktime Event and Boredom Spree".

User Rating: 4 | Fahrenheit (French) PC
Imagine you are watching a movie in your home and every time a major Action sequence comes on you raise the remote so it blocks the scene and mash the buttons in a random sequence until the scene is over. This is essentially Indigo Prophecy.

At the start of the game, (After you re-configure the god awful 90's-esque default control scheme) you are thrust into the shoes of the most boring man in the universe, Lucas Kane. After work, He enters a small diner where his LIFE IS CHANGED FOREVER. He murders a man in the restaurant bathroom while under a plot convenient trance. Lucas must stuff the body in a bathroom stall, dispose of the murder weapon and then leg it before someone finds the corpse in one of the most tense scenes in all of gaming.

After Lucas escapes the scene, you control two members of the police, Carla, a no-nonsense investigator and her partner, Tyler, a easy-going black cop from the hard streets of New York as they investigate the murder and by 'Investigate' I don't mean like Detective Games where you have to solve puzzles. I mean walking over certain parts of the environment and dragging the mouse as the game prompts. For every pants tightening Lucas level you have to play a monotonous Carla/Tyler Levels that either A) Reveal little information or B) Point out plot details you already figured out.

During the sequences, two 'Simon' boards appear in the middle of the screen and you will be prompted to press certain buttons in a sequence to avoid dying or reveal details to help you get through the stage. This would be good, only it isn't, Why? because this is ALL YOU DO IN THE GAME (other that watch cutscenes). To make things worse, There are only two quick-time events. "the dual 'Simon' says one" or "one that makes you smash the s**t out of two keys as fast as you can". I genuinely feel sorry the large team of animators spent thousands of hours animating the action scenes in this game that will not be not viewed as the player is too busy smashing buttons to notice.

The story was brilliant up until the middle of the Indigo Prophecy. (relax, I won't reveal that many details) In one scene, Lucas is caught by police is about to be arrested. "I wonder how Lucas will escape this one?" I thought and watched in anticipation. Lucas ran up a wall and knocked down the arresting officer and makes quick work of his backup. Lucas then began to make his escape. he runs into oncoming traffic, dives under a rolling truck and jumps onto the roof a speeding train. This left me thinking "What......the.....f**k?" The writer had a nice, tense, dramatic feel to it until he f**ked it up by replacing Lucas with Daredevil when we weren't looking!

All games need an equal balance Story and Gameplay. If a game is too little story, The Player will be disinterested in the game because you have no idea what is going on. In contrast, If a game has too much story, the player will be bored out of their skull. Indigo Prophecy is a prime example of the latter. If you aspire to be or are a Game Designer/Critic/Whatever. You NEED to play (and by play I mean Watch) Indigo Prophecy. It may bore you senseless, but You will learn something from it.