Fahrenheit Game

Game and Legal Info. Released as FAHRENHEIT in Europe in 2005, INDIGO PROPHECY is the first INTERACTIVE DRAMA created by QUANTIC DREAM, the makers of HEAVY RAIN and BEYOND: TWO SOULS. In this paranormal thriller, New York City is stunned by a series of mysterious murders that follow the same pattern: ordinary people become possessed and kill. Jan 28, 2015 Fahrenheit Remastered is meant for the youngest players, who didn't play the game when it was released. They must be warned though: it's cheap but it's kind of old in the gameplay mechanics and the story will probably leave some of you behind. All their games were very well received by gamers and Fahrenheit is no exception. With superb story, groundbreaking gameplay, and Hollywood-level narration Fahrenheit (a.k.a. Indigo Propecy) has earned its place as one of the best action adventure games of all time. Disclaimer: This is an uncut and uncensored version of Fahrenheit. Fahrenheit is a graphic adventure in which we must discover the reasons that have led Lucas Kane to commit a brutal murder. We'll have to gather clues, speak with possible witnesses and discover secrets with four different characters that we'll be able to control depending on our needs. A graphic adventure game full of intrigue and suspense. Apply the official Fahrenheit v1.1 EURO Patch. Replace the original FAHRENHEIT.EXE file with the one from File Archive #1. Extract the FAHRENHEIT.V1.1-MULTI5FIX.EXE Patch from File Archive #2 to the game directory. Execute the Patch to add ITALIAN language support to: FAHRENHEIT.EXE; Play the Game!

So Is It a brave new chapter in the lost art of interactive storytelling? An amalgam of filmmaking and gaming in a single package? Is David Cage the games industry's answer to Quentin Tarantino? Are the annual Oscars going to have to open a new category for Best Virtual Screenplay In A Non-First-Person Shooter? And will it lead to games finally being given proper, gravelly-voiced, 'In a world... trailers, red carpet opening night premieres at prestige branches of Game or HMV, and developers being hounded by paparazzi as they revel in their new-found fame and fortune by snorting huge lines of cocaine from penthouse hotel suites packed to the gills with girls and agents?

Good questions all and we can only guess at the answers. These are, after all, dark times. The suits are on the march, the audiences have been targeted with laser death ray precision, everything has 'attitude' and 'respect' and franchisable characters and it's a genuine miracle that something like Fahrenheit can even get made.

Dark Days

The adventure game market died a horrible death years ago, trampled to a bloody pulp in the mad rush towards FPS nirvana If you weren't carrying an oversized gun and mowing down waves of bad guys like an '80s era Arnie in the throes of a heavy LSD-inspired panic attack, you might as well forget your chances at retail, my friends. LucasArts learnt the lesson and learnt it well, entering a grim, yet profitable era of Star Wars exploitation instead.

But not for Fahrenheit's creator, David Cage. Shrewdly, he realised that the trouble with point-and-click adventures was the 'point-and-click' part. People still wanted the stories, they just didn't want to have to 'Get Sword' and 'Use Sword On Giant Chicken'. So he set about hiding them, dressing them up in different clothes and comedy moustaches and hoping people wouldn't catch on. Nomad Soul, his first toe in the waters at Quantic Dream, was a beautiful piece of misdirection. Take the traditional adventure mechanics and hide them in a GTA-style world. It almost worked too, but for most Nomad Soul is a hidden game, a gem waiting to be discovered, never quite getting its moment in the sun.

Art Attack

Now Fahrenheit, and he's at it again. For all the talk of this being a new dawn in the age of interaction, what we're dealing 'with is an old-school adventure game with a different interface. Well I'm on to you Cage, I know what you're up to. But have no fear, your secret's safe with me. Hell, ffm practically encouraging you to keep at it! Yes sir, let's show these Iiat-f***ers what some goddamn menof vision can do when let loose! Fahrenheit is a work of art dammit! And art needs to be respected, lest it creeps right up on you and bites off your testicles when you're not looking.

Keep It Licht

But is it a game? No. It's a story that you play through. It often suggests that you have the freedom to go where you want and do what you will, but in truth it's cleverly constructed to continually channel you along a particular path, a necessity for the plot to unfold.

There are moments of absolutely sublime design work that hide this: multiple options; scenes that let you explore alternative character usage, and moments that show the plot from cop and killer perspectives at the same time - leading to some brilliantly tense ticking clock moments and 24-style split-screen action, which veers just to the right side of being an over-used gimmick.So the fine details change with each new play through a chapter, but the overall story will keep heading towards the ultimate conclusion. Even here you can find at least five different ways to reach one of the multiple end sequences - end sequences that for once all seem to have had as much sense of resolution put into them as each other (although several of the secondary characters did deserve a better send off I felt). If there is to be a sequel, there's definitely more potential in following on from one of the supposed 'failed' endings than the 'correct' conclusion.

You'll have noticed that I'm deliberately not giving away any of the plot. Let's get that clear right away. Fahrenheit is completely plot-driven and to reveal anything except the basic premise (already revealed in previous issues, or by playing the demo on this month's cover discs) would completely ruin your own experience. Suffice to say, what starts out as an intriguing murder thriller soon spirals outwards to encompass everything from The X-Files to The Matrix to The Terminator. even to Silence Of The Lambs and Hitchcock.

Rhythm Method

Incredibly. Cage has taken an almost unprecedented step in game character development by exploring each of the main characters' personal lives and private flaws. Hence we have playable domestic arguments, phobias about the dark and heights, tender love scenes, exploration of depression and anxiety, all interactive (even the sex!) and all running alongside the main plot In that sense alone, Cage is pulling off his goal of creating a near-film quality emotional experience that genuinely makes you care about the fate of these people as they grow and change. A staggering achievement considering that most Hollywood scriptwriters these days seem incapable of producing anything beyond mere ciphers to tie their over-blown action sequences around. For once it seems as though games are maturing while films are going backwards. Hoorah for us!

Enunciation

Helping this is the acting. It was always going to be asking a lot for the voice actors to get us to see past the Mafia-style dead-eyed mannequins that are used for 3D models (although there has definitely been some improvement in facial expression animation since then), but they've done it. This is top quality work and combined with the realistic dialogue serves to make Fahrenheit's script one of the most absorbing ever written for a game.sucked in like an industrial vacuum almost from the start and as the layers of plot unfold you can't help but play on for just one more scene to see where it leads.

Simple Simon Says

Which just leaves the actual 'gaming' part of things I suppose. As I said earlier, this isn't really a game in the traditional sense. Sure you get to walk around each location (some with more freedom than others), and in some places the interface is spot on. Conversation trees that give you limited time to choose a question add to the tension - during vital interrogations, for instance.

But the action sequences have one slight flaw in them - and by action I'm referring to almost anything from hanging from a helicopter to playing the guitar. Mostly, you have a rhythm action thing to contend with. Follow the flashing lights with your arrow and WASD keys to successfully negotiate a an occasional Track And Field style left-right button bashing for more strenuous ctivities. The only real problem with all this is that your concentration is sofocused on watching the mini-game .f interface that you often miss the on-screen action you're performing as a result, reallyonly seeing it through your peripheral vision In some places though it has been used in an inspired fashion. Question a suspect, for instance, and if you follow the lights correctly while he answers, you'll observe greater details and be given better clues to follow.

What impresses most about all this is how everything ties together, despite the multiple choice routes and the multi character control. This could easily have been a sprawling half-baked mess of Lucasian proportions. Luckily, Cage seems to have had his head screwed on properly for most of the planning stages and there are very few scenes that leave you feeling anything less than satisfied with their construction. Nothing feels superfluous. Everything has a point. Tight. Sculpted. Well-crafted scriptwriting.

Old And New

OK, let's wrap things up. Yes there are faults. Certainly, the graphics engine can at times look somewhat basic compared to the delights of Source et al. Some animation and motion capturing is superb, especially in terms of background atmosphere (an important and often overlooked aspect of creating an absorbing world). But in terms of texturing you'll wonder if this is last ye technology at work. You can blame the prolonged development time due to publisher switching if you like.

And yes, sometimes the old adventure game irritants crop up - like having to stand in exactly the right spot to activate an interaction, or needing redundant player input (getting out of a bed can take three pointless motions of the mouse, for instance).

The thing is, none of that matters. The story more than makes up for any minor deficiencies and in an experience like this, the story is everything. Fahrenheit is brave - a combination of storytelling and interaction that hasn't really been seen since around the early Monkey Islands. And it is worth every penny. It deserves your attention and deserves to act as a template for a new genre of interactive fiction. And Cage deserves a BAFTA or a Golden Onion or whatever they give in France.

The future's in all our hands now and it's a terrible responsibility. First, you need to get up and buy this damned thing. Buy it, play it, enjoy it, then demand more. Grab them by the lapels and threaten to gouge out their eyes unless we get more like it. Or at least be vocal in your praise. Write letters to magazines, post opinions on web forums, organise marches in public parks, anything to get the grapevine buzzing.

Second, Atari needs to stump up the cash and give the man and his team a decent engine to play with. Imagine these graphics if Quantic had used Source or Unreal Engine 3? Finally, and here's the rub, Cage needs to get back to work and quick. Sequel, follow-up, whatever. But strike while the iron is sizzling and the stock is on the up. Only, this time, don't be afraid to up the challenge factor. Hell, we don't mind having to think from ti

reggie posted a review
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  1. Fahrenheit 451

Fahrenheit 451

DOS - 1984

Also available on: Mac - Commodore 64 - Atari ST - Apple II

4.56 / 5 - 9 votes

Description of Fahrenheit 451

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I can imagine the Telarium executives brainstorming for this one. A bunch of overweight business men, they smoke their cigars and play with their watch fobs and plot the oppression of good and honest gamers all over the world.

One says, 'I know! Why don't we make a text game based on Ray Bradbury's classic, Fahrenheit 451, but leave out all of the good parts?'

Another guffaws, 'That's inspired! But why even skirt around the good parts? Why don't we just start the game near the end of the book, after the most interesting parts are over?'

The head honcho pipes in, 'Marvelous! But why make the game resemble the book at all? Let's just make our own game with Fahrenheit 451 as the title!'

And so it began. The book is about a fireman, whose job in the future is to burn books instead of fighting fires. His wife keeps on trying to commit suicide but she doesn't know why. Kids go joyriding and hit pedestrians with their cars (I know, I know, Ray Bradbury should sue the makers of Carmageddon). The fireman, Guy Montag, meets a girl and he begins to question his work and society.

Eventually, he becomes a fugitive and joins an underground movement that is trying to save books and independent thought. The game skims over most of that and begins with you, the fugitive, and trying to meet up with the underground and save the world! There are a lot of passwords (words are power!) and silly devices and stuff like that.

As an adaptation of one of my favorite books, this game is quite disappointing. It seems that the main way that the game tries to depict a dystopian future is by including silly deaths every couple of turns. You start off in a city park, but hey, watch out for the tigers! Don't forget about the strange sewer creatures!

All of this isn't to say that the game is completely worthless. Just as one can somewhat enjoy Zork Nemesis when he pretends that it isn't a Zork game, this game could probably be enjoyed if you ignore the fact that it's supposed to be an adaptation of Fahrenheit 451. As a cheesy, fantasy/science fiction game, it might even be kind of fun. I can't say for certain.

As a game from one of the bigger text game companies in the 80s, though, it definitely has its place in history and is worth checking out. Just, please, watch out for the tigers.

Review By HOTUD

Captures and Snapshots

    Screenshots from MobyGames.com

    Screenshots from MobyGames.com

    Screenshots from MobyGames.com

    Screenshots from MobyGames.com

Comments and reviews

grayarcadian2021-07-020 point

The reviewer missed the point by a country mile. This isn't based on the book. This is a sequel created in part by the man himself. It suffers from 80s text adventure-ness, but this is a game where 5th Ave in New York is lovingly rendered in a future setting (but with some real work landmarks, the book quotes are real, and there's even a nod to some of Ray's favorite things like magic shops and Alice in Wonderland.
I can see that they had some more thoughts as to side quests in this game, but they never came to fruition. Too bad.

John2015-05-192 points DOS version

@KAL - I believe you will need to run this game in DOSBox, an MS-DOS emulator as that is the operating system it was created for in 1984. You will see a link above 'Supported on 0.65' which is a reference to the first DOSBox version that properly supports the game (current version as of this posting is 0.74). Follow that link and you will go to the DOSBox web site where you can download the current DOSBox (it's freeware) and get some tutorials on how to use DOSBox. I haven't tried running it yet in DOSBox as it's low on my priorities list. I do know if you're using any 64-bit version of Windows (XP, Vista, Win7 or Win8) and not the 32-bit version that you cannot run it natively in a DOS window as its executables are 16-bit and you will get an error message telling you that. A front end utility to consider that uses DOSBox and helps configure DOSBox for many MS-DOS games is D-Fend Reloaded, also freeware:
http://dfendreloaded.sourceforge.net/
Setting up the DOSBox emulator (with or without D-Fend Reloaded) to run old MS-DOS games take a little work on your part. It isn't a '3 mouse click' solution, but it will enable playing many old DOS games and using other old DOS software that hasn't been possible to run natively since Win2k.

KAL2015-02-25-2 points DOS version

I really want to play this game but can't run it on Windows 8. Any way to update it?
Thanks,
Allen

Kenny2014-02-170 point DOS version

I ca't believe it took me so long to make a hunt for thsi game I remember playing this during a particularly anowy and frigid New England winter. between 19851986 Never solved,that's going change as a FYI all ofj these text adventures by this company in this engine setup are aLL WORTHWHILE!!!ENJOY!!

david2013-02-13-1 point DOS version

who would make a game out of this book?????????????

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Fahrenheit Game

Fahrenheit Game Torrent

DOS Version

Mac Version

  • Year:1985
  • Publisher:Telarium Corp.
  • Developer:Byron Preiss Video Productions, Inc., Trillium Corp.

Commodore 64 Version

  • Year:1984
  • Publisher:Trillium Corp.
  • Developer:Byron Preiss Video Productions, Inc., Trillium Corp.

Atari ST ROM

Fahrenheit Game Pc

  • Year:1986
  • Publisher:Telarium Corp.
  • Developer:Byron Preiss Video Productions, Inc., Trillium Corp.

Apple II Version

Fahrenheit Game

  • Year:1984
  • Publisher:Trillium Corp.
  • Developer:Byron Preiss Video Productions, Inc., Trillium Corp.

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