the unforgetables (for good and bad reasons)

December 1st, 2005 by leopisces

8 of November 2005

1200

The journey did not start on a high note as we weren’t able to start the journey as early as we expected due to foreseen circumstances; foreseen by Guna. Nesa arrived late in K.L due to the lack of bus service early in the morn; foreseen by Guna. Nesa needed to come back to hostel to pack; foreseen by Guna again. Nesa will use every possible way to persuade the driver,me; foreseen by Guna yet again. Guna left the phone in the hostel; unforeseen by Guna but by the rest of us.

1600

The Monkey Mobile at long last landed on the

North-South Highway and started it journey towards the historic city of Malacca.

Destination - A Famosa Resort

1700

Due to the incredible speed of the Monkey Mobile, the journey southward takes only an hour. After a short search in Alor Gajah, A Famosa Resort stands incredibly beautiful in front of us. The heaven was right in front of our eyes.

1730

After a short search and a little mistake by the co-pilot, Shim, we, at last found our resort house, our heaven for 3 days. It was nothing like any of the hotel or apartment or houses that I or we had stayed in. Though it was a single-storey, there was beds enough for 8, persons and the most wonderful things is, there is a private swimming pool at the backyard of the house waiting for us to jump into. The best part of the accommodation was it was totally free. It was a dream comes true thanks to ah kam daddy. The Monkeyz wasted not a second to get themselves wet.

2000

After the sweet swim/fooling around in the pool, the monkeyz got ready for a journey into the cowboy town. For around RM 35, we wonder if the town is really such a wonderful place that deserved such a pricing. The first stop was the performance of Red Indian/ Malay guys in Red Indian costume. However, apart from not-so-Indian Red Indian, they had performed a superb fiery performance. It was a fire-blowing performance. We had fire right at our face, literally. The stupid ass blew the fire right in front of our face and burned nesa’s moustache. The best part of the performance for the captain of the Monkey Mobile was i.e, me, not the performance by the Red Indian but by me. Yes, I performed. Lucky as I was, I was chosen to participate in the performance and I BLEW FIRE. But kerosene tasted really bad. Maybe I can perform this in the annual dinner. After blowing around with the red Indian, we moved on to the a i-forgot-the-name parade. It was a parade of everything that can be found in the resort, from dancing elephant to monkey that take pictures, from Red Indian to cowboys. After the parade, we proceed to the not-so-extreme ride in cowboy town. We went on the bull ride and fell. We went jumping on the huge and high trampoline, did some somersaults and walk away with backache. We did some archery and I was proud to be the sharpest shooter J Quincy in training. After the not-so-extreme ride and stuff, we did played some pool and was again the sharpest shooter and even won on the football table. Haha. Lucky day, aint it.

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09th of November 2005

0000

We left the town and A Famosa Resort in search of food. We went all the way to Ayer Keroh and ate in Subaidah, one of the famous nasi kangar place. For the first time in my life I ate burung puyuh. Poor bird. After the supper, we gallivant all the way back to A Famosa resort. We had no idea where we are but the Monkey Mobile plus the pilot, co-pilot and the Monkeyz are not to give up gallivanting and seaching for the light of A Famosa. Maybe perhaps Guna was a little afraid of getting lost but we never turn back. With our persistence, we made our way back to the heaven.

0300

One of the first-time-in-my-life stuff I did at this time; get drunk. We had a pool and we plan to utilize it to the max. Therefore, we had a poolside party. We chatted, talk crap, gamble with ah kam ko ko’s money (it’s all his coins) and get drunk. Well, we jst had out head spinning and jump into the pool. Actually, shim funnily jumped into the pool himself. Me and Guna got pushed into the ice-cold pool all thanks to nesa. I do not know whether it was due to the drink or the temperature but I was shivering with my jaw banging each other. I was so cold. I got into the showers and went straight to bed, literally. Head spinning so fast I can’t count how many seconds I fell asleep at 0730 in the morning

1230

I woke up with the dizziest mind ever in my life. I have no idea why I woke up so early. All I know is I couldn’t sleep further. Its weird considering the normal amount of hours I normally sleep a day. Anyway, I was the only one awake and it stayed that way till 1500 hours when Jarod woke up. Considering the time we woke up, A Famosa waterpark’s plan has to be postponed. So we decided to wander around the town.

1900

At last everyone is ready after lazing around in the pool for a while, everyone are hungry as hell especially me (I was awake since 1230). Jarod and I wanted to try the ever famous chicken rice ball and shim called Sue Fin. She gave us a place that was easy to find. So we set off finding the shop in Jusco, Ayer Keroh. After around half an hour drive, we reach Jusco and found the shop, however, considering the amount of customers in the store (0) and the management, it has put us off. We went to K.F.C instead and we were let down too. The chickens were indescribable. (puke) the chicken plus the hangover = in desperate need for fresh air and good food.

2100

We decided to travel the Malacca town but Diren, who came from Kuala Pilah to join us was stuck in Tampin with his ever annonying uncle. Therefore, I drove all the way back to Tampin to pick him up and drove all the way to Malacca town again. We drove al the way to Klebeng to take a look at the historic harbour of Malacca or that’s what we thought we are looking at. What’s left now is only sand, water, river, rubbish. Then we drove to Mahkota Parade and guess what. We are just in time to catch Chicken Little. A short amusing animation. Suggested for people who are finding a bit of amusement.

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10th of November 2005

0215

However, the unthinkable happened. The bad happened. Something that could spoil my whole time in Malacca. I was a good driver. Driver tha obeys all laws. However, frustration creeps in after a million years of wandering on the road. It was the first offense. It was the first traffic light which I disobeyed. It was the first police officer that summons me. It was my first RM 300 that meant so much and so bad. I was moodless to look for and eat supper anymore.

0330

We reached back heaven but I was still moodless and disappointed with my luck. Guess that yin and yang does exist. Lucky for a day and RM 300 for the other. However, being in a state of depression would not change anything. Since I am here, why should I care whether the trip would cost RM 200 or RM 500. Plus, if I am too spend that much, why should I spend it with joy. The pool works as an antidote as the monkeyz plus Diren had fun. We played water RUGBY. The members of 106b(d) (Guna, Nesa and me) won the game and as unlucky as hell I was, I was the highest scorer. To hell with the summons. Thanks to everyone for bringing joy back into my trip, especially Diren and Shim who has done such lousy defending. HAHA

0530

Time to sleep

0930

I need more sleep but we have a strict schedule to follow. We packed and checked out. We had our breakfast in Tampin. I had a pretty dull tasting but cheap bak kut teh. After sending Diren back to his every annoying uncle, we drove our back to A Famosa Resort for the Safari and Waterpark

1130

Safari……………….. here we come. Yes, it’s animal and yes, we had been to lots of zoo. But my love for animal just makes me enjoy the trip. From raccoon to otter, tapir to lion, goat to deer, dancing lion to smiling monkeys, we love it all. Heck there is even skating snow bears and rockers monkeys. Dcp_5238RacoonsDcp_5265

1600

Its time to rock…….. in waterpark. Wave pool, tube slide, body slide, family raft, waterpark sure has a lot to offer. However, some rides close. However, the best experience comes when me and ah kam was on a tube slide with me at the front to add to the speed and velocity of the tube. However, disaster strikes. The tunnel was as dark as a city without TNB. The tunnel was spinning into crazy corner and the tube was sliding up and sideway. The velocity was barely bearable. Then end of the tunnel was near but the corner of a lifetime struck. The velocity reaches its limit. The tunnel curves into a bend so deadly the tube slides too high and it overturn, leaving us sliding on our belly. The water was rushing through our head (up my nose). Fortunately, the end wasn’t far. We slides a few corner before making our way out into a world with lights. As ah kam was behind me and my head was facing his legs. It was unavoidable that he did a kung fu kick on me while we rushed out. An overturn in the tunnel. What and experience. We are lucky we survive with no injury or worst still, casualty. We have fun. OH YEAH

1900

After bathing, it’s time to say our sweet bye bye to A Famosa Resort and Malacca. It contains my unforgettable memories, both for good and bad reasons and the first timers. First time I blow fire, first time I got drunk, first time I shoot an arrow (and became a Quincy), first time I got a summon (darn), first time. I got sleepy while driving to Port Dickson that I fell asleep for one second. In Port Dickson, we had one of our most satisfying meals during our trip, we had fish, prawn, sotong and crab (not crap). All for only RM 104. After the meal, it’s time to end the joy. We head back to K.L with the co-pilot piloting the Monkey Mobile as the pilot was exhausted behind the wheel. This trip is my most unforgettable trip for various reasons. I pray to God that this would not be the last trip ever with the monkeys as we create unforgettable moments. MONKEYZ FOREVER. Thank you to all the monkeyz for making this possible.

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28th November

Summon paid. No compound. Dank. Bye bye. rm300. Whatever.

Mai Hime

October 15th, 2005 by leopisces

Alyssa Sears - It’s Only The Fairy Tale

Alyssa_miyu_06_1024_1 who are those little girls in pain
just trapped in castle of dark side of moon
twelve of them shining bright in vain
like flowers that blossom just once in years
they’re dancing in the shadow like whispers of love
just dreaming of place where they’re free as dove
they’re never been allowed to love in this cursed cage
it’s only the fairy tale they believe

Groupe_22_1600

they’re dancing in the shadow like whispers of love
just dreaming of place where they’re free as dove
they’re never been allowed to love in this cursed cage
it’s only the fairy tale they believe

Best game? Most Original Game? Best storyline for a game?

October 10th, 2005 by leopisces

Fahrenheit_screen010 Final Fantasy 7 has always stayed as the best game ever for me. Metal Gear Solid came very close in beating Final Fantays 7 but it has not replaced it. Indigo Prophecy (also known as Farenheit) has now emerge as the nominees for best game, the most original game and the best storyline for a game ever. it has been so long since i have such satisfaction in finishing a game. it has been so long that i hunger for much more of a game. Farenheit is like watching a very engaging and long movie. It is just too nice that it will keep u glue to the console or pc u r playing on. Play if u have chance. It is once in a lifetime chance to place something so original.

Here is the review. Rated by professional:8.4/10

By Alex Navarro
Posted Oct 7, 2005 1:10 pm PT

The Good
One of the best game stories to come along in quite a while; Deep, richly textured characters you will grow incredibly attached to; Inventive gameplay mechanics excellently tie together with the onscreen action; High-quality voice acting and soundtrack; Great atmosphere;

The Bad
Story feels like it’s missing a few key points of explanation; Not exactly impressive on the graphics front; Some of the more traditional adventure elements aren’t great; Camera can be a royal pain; PC owners will want a dual-analog gamepad, as keyboard controls aren’t ideal;
Indigo Prophecy is a game that actually gives the term "cinematic gameplay" some context, as well as some real heartfelt meaning. The term "cinematic gameplay" gets tossed around an awful lot these days. And it’s often tossed around by game makers who simply throw in a few letterboxed cutscenes and minimalist heads-up displays and then call it a day. Developer Quantic Dream’s Indigo Prophecy is a game that actually gives cinematic gameplay some context, as well as some real heartfelt meaning. More movie with an interactive progression than video game pretending to be a movie, Indigo Prophecy eschews practically any modern gameplay convention in favor of a significantly more subtle mechanical interface. You take part in every action in Indigo Prophecy–from the biggest fight sequence, to the most minor of day-to-day tasks–and you do it all with simple movements of the analog sticks on your PC gamepad or with some quick button presses that are more akin to a rhythm game than a typical third-person adventure. But where Indigo Prophecy truly shines is in its story, which is a deep, captivating, and sometimes disturbing tale of one average man’s journey to solve a murder that he himself committed.

The average man in question is Lucas Kane, a handsome but worn gentleman who lives his life as any IT professional in the great city of New York would. Kane’s life takes a dark turn one night, however, when he decides to visit a local diner. In the very opening scene of the game we find Lucas sitting in a bathroom stall, convulsing and carving bizarre symbols into his forearms. An unlucky schmo happens into the bathroom during this period, and Lucas, seemingly unable to control his actions, attacks him, stabbing him multiple times. Moments after the killing, Lucas returns to his senses, only to be equal parts horrified and stupefied by his actions. From here you take control of Lucas, and it’s up to you to get him the hell out of there. 544598_20050921_screen002

This opening sequence gives you an excellent glimpse into how thoroughly intertwined Indigo Prophecy’s plot and gameplay are. Presented with a corpse, a murder weapon, and one of NYPD’s finest sitting out in the restaurant, you must decide how to proceed. Should you take the time to hide the body, ditch the weapon, clean yourself up, and try to casually make your way out of there? Or will you simply make a run for it as quickly as possible? You can do any or all of these things, and the outcomes will vary from a very quick game-over screen to your getting Kane the hell out of Dodge. And first and foremost, that’s what Indigo Prophecy is about: choice. Every decision made and every question asked takes the story in a slightly different direction. Of course, in most cases these changes are merely cosmetic, simply letting the core scene play out marginally differently while ultimately pushing you toward the same goal. But in more than a few cases, your choices will drastically change the flow of the story.

And what incredible directions they can be. It is with no amount of exaggeration that we state Indigo Prophecy features one of the best stories so far this year, as well as a remarkable amount of character depth. The game is like an unholy mixing of The X-Files, The Dead Zone, and CSI, with sprinklings of The Matrix and Shenmue thrown in for good measure. But the incredible thing is that it never flies off the rails, no matter how ambitious its intentions are. The story dives into some truly morbid territory, with its ritualistic killings, deeply troubled protagonist, and downright intriguing backstory. We won’t give any of the main plot points away, but needless to say, there’s an awful lot more to Lucas Kane’s plight than mere loss of mental and bodily control, including a series of past, similar murders and a mysterious cold front that’s burying the city in snow.

You won’t just experience Lucas Kane’s story, either. Early on you’ll be introduced to two other main characters, Detectives Carla Valenti and Tyler Miles. The detectives are the ones assigned to the murder Kane commits, and right from the start we get to know these characters just about as intimately as we do Kane. Carla professes herself to be the obsessive type, transfixing herself on any case that comes her way. Tyler’s more the streetwise type–the cop you’d expect to see shaking down narcotics informants and busting up gangs during the day, while clubbing it up at night. Carla and Tyler are both playable throughout the story, and it makes for an interesting scenario. While Kane is clearly not culpable for his wrongdoings, here you are playing two law enforcement officers on the opposite side of the law from this accused murderer, with no understanding of the circumstances beyond the fact that one man killed another. In effect, you’re helping two sides that are both intentionally and unintentionally working against each other.

Other characters are introduced into the fold, like Lucas’ ex-girlfriend, Tyler’s current girlfriend, and Lucas’ priest-brother, Markus (who is also periodically playable)–not to mention the villains behind all this. And even though the main three characters are where the game devotes its focus, it doesn’t leave the other ones underdeveloped. Lucas, for instance, goes to his brother not long after the murder in search of guidance. Markus shows a great deal of conflict during this scene. He loves his brother, but he can’t begin to believe his incredible story. He wants to help but is also bound by his faith and his perception of reality. The game doesn’t treat the terrible crime that Lucas has committed ambiguously, nor do the characters within it. Though some are willing to help, effectively Lucas is a man without a country.

All in all, this is a sharply written game with a lot of depth. With that said, it does have its problems. Namely, the later portions of the game take some sizable leaps, both in logic and coherency. There’s a big chunk where it seems like the developer went from point A to point C without writing in a convincing point B. Getting into too many details beyond this would give too much away, but it boils down to key characters being too willing to dive headfirst into seemingly unbelievable situations, despite having appeared much more cautious and intelligent earlier on. There are also elements that feel out of place, especially early on. Tyler’s main storyline seems to act more as comic relief than anything else, and when he’s not making wisecracks while on the investigation, he’s investing time in his relationship or playing basketball against coworkers. In fact, the early goings of the game center a bit too heavily around mundane tasks in general. So basically, the story needed about 45 minutes cut from the first act, and it needed about 90 minutes more added to the last one.

It also bears mentioning that at times the branching paths of the story lead to problematic conclusions–especially in the end. There are three different endings to the game, and the big final conflict can either be pretty damned good or pretty lackluster, depending on how you end up there and how you play it. In fact, you get the best, most dramatic final battle if you intentionally lose during certain portions. Fortunately, once you’ve beaten the game, you can go back and select any of the game’s 40-odd chapters to replay them however you like, ensuring you won’t miss out on the best story paths and endings. That’s good, because the first play-through is unlikely to yield more than eight to 10 hours of gameplay. But there are enough different options to squeeze at least a few more hours out of the game beyond that.

It’s unfortunate the story takes these uneven turns, because it really is incredibly good overall. It’s got far more emotional impact, drama, and character development than what’s often required of a video game these days, and even with its rough spots, it has more than enough fantastic moments to keep you engaged as you play it.

Yes, believe it or not, you do actually play Indigo Prophecy. The reason we’ve talked up the plot so much is that your enjoyment of the game will hinge very largely on how into the story you get. The actual game portion of Indigo Prophecy doesn’t require an awful lot of skill on your part, save for certain sequences. Instead, it asks you to simply explore and engage the many environments, characters, and tasks before you by using simple, unobtrusive control mechanics that place you right in the thick of the scene–without relying on generic "action" buttons or heavy shooting sequences.

It’s unfortunate the story takes these uneven turns, because it really is incredibly good overall. It’s got far more emotional impact, drama, and character development than what’s often required of a video game these days, and even with its rough spots, it has more than enough fantastic moments to keep you engaged as you play it.

544598_20050921_screen008 Yes, believe it or not, you do actually play Indigo Prophecy. The reason we’ve talked up the plot so much is that your enjoyment of the game will hinge very largely on how into the story you get. The actual game portion of Indigo Prophecy doesn’t require an awful lot of skill on your part, save for certain sequences. Instead, it asks you to simply explore and engage the many environments, characters, and tasks before you by using simple, unobtrusive control mechanics that place you right in the thick of the scene–without relying on generic "action" buttons or heavy shooting sequences.

This same method is used for the conversational portions of the game. You’re often presented with multiple dialogue choices during a situation. A small bar quickly diminishes as time progresses, limiting the amount of time you have to make a specific choice. Simple inquisitions often give you the opportunity to eventually get the majority of questions asked over time, so the time limit merely impacts the ordering of the questions. However, when playing as Lucas you’ll often have to be careful with your question and response choices, as bad choices can have a negative impact, and in some cases they may make those you’re talking to suspicious.

Lucas does have an advantage in many of these situations. See, Lucas is a bit on the psychic side. How he comes to be this way we’ll leave up to you to find out, but with this ability Lucas can concentrate and hear what the person he’s talking to is thinking about. Concentration becomes a minigame in and of itself via two colored circles that appear onscreen. Like a somewhat bastardized version of the game of Simon, the colors will light up, and it’s up to you to press the left and right analog sticks in the corresponding directions that match the colors. Do so correctly and you’ll be rewarded. Fail and, well, you can guess what happens. These rhythm-based minigames come during other sequences as well. Many of the most-action-oriented fight scenes and escape scenes place the progression of the action entirely within the scope of how well you handle these little rhythm games. Believe it or not, it works. Even though all you’re doing is rhythmically hitting these timed lights, you do it with such timing that it feels like you’re actually in control of the scene. Plus, because of the way the lights are positioned onscreen, you never feel like you’re missing the action because you’re forced to concentrate on the lights. They blend together–and well at that.

The other rhythmic minigame in Indigo Prophecy is more of a button masher. To simulate strenuous activity, the game will often challenge you to mash two buttons on your gamepad as fast as you can, and you must sustain this for sometimes lengthy periods. In some ways, this approaches the level of ingenuity demonstrated in the other minigame, as you’ll often be doing this during particularly stressful times–like, say, when you’re pulling someone up who is dangling from a ledge or when you’re running as fast as you can while a helicopter’s chasing you. Unfortunately, it does wear on the fingers quite a bit, and there are times when the game puts too many of these minigames in succession. Still, it’s a neat idea.

PC purists might not be so interested in playing an adventure game via a gamepad, but this really is the ideal way to play Indigo Prophecy. Keyboard and mouse controls are generally unwieldy when it comes to character movement, and having to substitute eight keyboard buttons for the analog stick directions during the minigames is just inconvenient. You might find that the button-mashing game is easier via the keyboard, but unfortunately it doesn’t seem like you can assign buttons to both a gamepad and the keyboard–you must choose one or the other. You can play this game effectively with a keyboard, but it will cause more frustration than with the gamepad controls. Do yourself a favor and just buck up and grab a good dual-analog pad.

Apart from these minigames and analog-based movements, there isn’t an awful lot to keep track of in Indigo Prophecy beyond your character’s basic sanity. Every playable character is given a meter that dictates his or her current mental state. Events that bring relief or catharsis often add to this meter, whereas depressing, problematic events will detract from it. Just to give you an idea of how morbid this game can be, the very top of the meter peaks out at "neutral," and it bottoms out at "wrecked." Happiness, as you can see, is seemingly an impossibility for many of these characters. Anyway, as neat of a concept as this is, it doesn’t seem to have a tangible effect on a character’s behavior within the game. If the meter drops to zero, then the game ends, and you have to start over from the last checkpoint. But that’s about it. Some of the actions that boost and drop your meter are also a bit dubious. Many of these tie in to the colored-light minigame, and they’ll pop up at occasionally weird times. Why, exactly, does reaching out to shake someone’s hand cost you sanity if you fail the minigame? And why does there need to be a minigame there, anyway?

The thing about all these gameplay mechanics is that none of them are difficult. Even if you turn the difficulty to the hardest setting, anybody with reasonable experience in rhythm games shouldn’t have a tough time nailing down the faster flashes of the lights. But really, Indigo Prophecy isn’t a game that has to be hard to be enjoyable, and it would probably come across as a lot more frustrating than fun if it were more difficult. In fact, the few areas where it flirts with more-traditional gameplay aspects, like standard adventure game puzzles and a couple of stealth sequences, are probably the least engaging portions of the game. They aren’t bad by any means, but they feel a bit tacked on in the context of a game that often goes directly out of its way to keep you glued to its plot and less focused on the controller or keyboard. These crazy analog stick movements and rhythmic minigames have a natural feel to them that you wouldn’t expect. And that’s what makes them so great overall.

Graphically, Indigo Prophecy isn’t exactly a looker. Though all the animations in the game are motion-captured, there are more than a few instances where it seems like characters will throw their arms around and jerk their bodies around in ways that aren’t quite natural. Some of the more-choreographed action sequences, however, look awesome. So at its worst, the animation is merely hit or miss. The character models range from nicely detailed to just plain ugly at times. Lucas, Carla, and even Markus are lifelike in design, whereas Tyler, his girlfriend, and some of the other fringe characters look mildly mutated. Unsurprisingly, the PC version is the best-looking game of the three available versions, especially if you’ve got a higher-end PC and can crank up the resolution. Everything has a cleaner, crisper look to it than in the console versions, and we didn’t run into any weird glitches or stability problems using a midrange video card. It still lacks technical prowess, however, and compared to what most PC adventure games are capable of, it doesn’t quite measure up.

544598_20050921_screen011 The thing is, though, that the game’s art style makes up for many of its technical limitations. It’s kind of weird, stylistically, as the vision of New York created in this game comes across as a decidedly European perception of the American city. It isn’t that it gets anything specifically wrong, but it does, at times, feel like a European work of fiction set in America–which makes sense, since developer Quantic Dream is based in Europe. Anyway, the point is that this game has atmosphere to spare, and through its use of environmental design and camera work, it does a wonderful job of creating feelings of dread and tension. The game often employs a split-screen camera view, showing an oncoming threat in one area and your character in another. In that first scene, once you’re out of the diner, the cop gets up to go to the bathroom. On one screen, you see him walking slowly to the can, about to discover both the blood on the floor and the hidden body (provided you went that route), while you’re outside in a snowstorm, desperately searching for a way to get out of there as quickly as possible. It’s really effective camera work.

Sadly, the main in-game camera isn’t nearly as good. Though you have multiple camera options, they’re all variations on a basic cinematic camera, and it’s one that has a bad tendency to get hung up on walls and objects at inopportune times. In tight spaces, it’s especially difficult to get it to move back into a usable spot once it’s out of whack. If nothing else, the in-game camera usually does a good job of framing solidly dramatic shots. It just needs some significantly better movement functionality on the gameplay side.

Audio is where Indigo Prophecy really shows its quality. This story wouldn’t be worth a damn if the voice acting didn’t do its job, and in most every respect it does. The actor playing Lucas Kane nails the part cold. He delivers the lines with just the right tone of confused despair and never comes across as anything but genuine. All the other main characters do excellent jobs, too. Carla transcends the archetypal role of the "hot, smart female cop" and makes it into something more believable, and even the villains, despite their seemingly predictable intentions, come across as legitimately evil. Tyler is the only main character who seems cheesy at all, but that’s more a failing of the writing than the actor portraying him, as he sells the character about as well as could be hoped for. It also doesn’t help that the soundtrack has a weird habit of chiming in with some generic funk music when he arrives on the scene. There are times when it makes contextual sense in the game, and there are times when it seems forced. Those few forced bits are really the only complaints that can be lodged against the soundtrack, however. The game combines licensed music with an original score in ways that make perfect sense. The licensed music ranges from decent alternative rock to even-more-decent down-tempo grooves, and the score, created by Lost Highway and Mulholland Drive composer Angelo Badalamenti, presents brilliantly melancholy tones from a minimalist string set. Aurally, the game gets its sound effects down pat, with every effect coming across naturally and appropriately to set the mood and vibe just right.

When all is said and done, Indigo Prophecy is the kind of game that will inspire lots of conversation among those who play it. And it won’t necessarily take place because of any particularly insidious subtext or brilliant revelations, but just because (like any movie worth its salt) the game leaves a lasting impression. Sure, it’s got the underpinnings of a typical adventure game, but the way in which it weaves its inspired gameplay mechanics into the fabric of its tale is really something. Not everyone is going to love the way this game plays (especially if you’re forced to do it with a mouse and keyboard setup), but anybody with a love for good storytelling and the adventure genre will find Indigo Prophecy to be an original and enlightening experience.
By Alex Navarro
Posted Oct 7, 2005 1:10 pm PT

The Good
One of the best game stories to come along in quite a while; Deep, richly textured characters you will grow incredibly attached to; Inventive gameplay mechanics excellently tie together with the onscreen action; High-quality voice acting and soundtrack; Great atmosphere;

The Bad
Story feels like it’s missing a few key points of explanation; Not exactly impressive on the graphics front; Some of the more traditional adventure elements aren’t great; Camera can be a royal pain; PC owners will want a dual-analog gamepad, as keyboard controls aren’t ideal;
Indigo Prophecy is a game that actually gives the term "cinematic gameplay" some context, as well as some real heartfelt meaning. The term "cinematic gameplay" gets tossed around an awful lot these days. And it’s often tossed around by game makers who simply throw in a few letterboxed cutscenes and minimalist heads-up displays and then call it a day. Developer Quantic Dream’s Indigo Prophecy is a game that actually gives cinematic gameplay some context, as well as some real heartfelt meaning. More movie with an interactive progression than video game pretending to be a movie, Indigo Prophecy eschews practically any modern gameplay convention in favor of a significantly more subtle mechanical interface. You take part in every action in Indigo Prophecy–from the biggest fight sequence, to the most minor of day-to-day tasks–and you do it all with simple movements of the analog sticks on your PC gamepad or with some quick button presses that are more akin to a rhythm game than a typical third-person adventure. But where Indigo Prophecy truly shines is in its story, which is a deep, captivating, and sometimes disturbing tale of one average man’s journey to solve a murder that he himself committed.

The average man in question is Lucas Kane, a handsome but worn gentleman who lives his life as any IT professional in the great city of New York would. Kane’s life takes a dark turn one night, however, when he decides to visit a local diner. In the very opening scene of the game we find Lucas sitting in a bathroom stall, convulsing and carving bizarre symbols into his forearms. An unlucky schmo happens into the bathroom during this period, and Lucas, seemingly unable to control his actions, attacks him, stabbing him multiple times. Moments after the killing, Lucas returns to his senses, only to be equal parts horrified and stupefied by his actions. From here you take control of Lucas, and it’s up to you to get him the hell out of there.

This opening sequence gives you an excellent glimpse into how thoroughly intertwined Indigo Prophecy’s plot and gameplay are. Presented with a corpse, a murder weapon, and one of NYPD’s finest sitting out in the restaurant, you must decide how to proceed. Should you take the time to hide the body, ditch the weapon, clean yourself up, and try to casually make your way out of there? Or will you simply make a run for it as quickly as possible? You can do any or all of these things, and the outcomes will vary from a very quick game-over screen to your getting Kane the hell out of Dodge. And first and foremost, that’s what Indigo Prophecy is about: choice. Every decision made and every question asked takes the story in a slightly different direction. Of course, in most cases these changes are merely cosmetic, simply letting the core scene play out marginally differently while ultimately pushing you toward the same goal. But in more than a few cases, your choices will drastically change the flow of the story.

And what incredible directions they can be. It is with no amount of exaggeration that we state Indigo Prophecy features one of the best stories so far this year, as well as a remarkable amount of character depth. The game is like an unholy mixing of The X-Files, The Dead Zone, and CSI, with sprinklings of The Matrix and Shenmue thrown in for good measure. But the incredible thing is that it never flies off the rails, no matter how ambitious its intentions are. The story dives into some truly morbid territory, with its ritualistic killings, deeply troubled protagonist, and downright intriguing backstory. We won’t give any of the main plot points away, but needless to say, there’s an awful lot more to Lucas Kane’s plight than mere loss of mental and bodily control, including a series of past, similar murders and a mysterious cold front that’s burying the city in snow.

You won’t just experience Lucas Kane’s story, either. Early on you’ll be introduced to two other main characters, Detectives Carla Valenti and Tyler Miles. The detectives are the ones assigned to the murder Kane commits, and right from the start we get to know these characters just about as intimately as we do Kane. Carla professes herself to be the obsessive type, transfixing herself on any case that comes her way. Tyler’s more the streetwise type–the cop you’d expect to see shaking down narcotics informants and busting up gangs during the day, while clubbing it up at night. Carla and Tyler are both playable throughout the story, and it makes for an interesting scenario. While Kane is clearly not culpable for his wrongdoings, here you are playing two law enforcement officers on the opposite side of the law from this accused murderer, with no understanding of the circumstances beyond the fact that one man killed another. In effect, you’re helping two sides that are both intentionally and unintentionally working against each other.

Other characters are introduced into the fold, like Lucas’ ex-girlfriend, Tyler’s current girlfriend, and Lucas’ priest-brother, Markus (who is also periodically playable)–not to mention the villains behind all this. And even though the main three characters are where the game devotes its focus, it doesn’t leave the other ones underdeveloped. Lucas, for instance, goes to his brother not long after the murder in search of guidance. Markus shows a great deal of conflict during this scene. He loves his brother, but he can’t begin to believe his incredible story. He wants to help but is also bound by his faith and his perception of reality. The game doesn’t treat the terrible crime that Lucas has committed ambiguously, nor do the characters within it. Though some are willing to help, effectively Lucas is a man without a country.

All in all, this is a sharply written game with a lot of depth. With that said, it does have its problems. Namely, the later portions of the game take some sizable leaps, both in logic and coherency. There’s a big chunk where it seems like the developer went from point A to point C without writing in a convincing point B. Getting into too many details beyond this would give too much away, but it boils down to key characters being too willing to dive headfirst into seemingly unbelievable situations, despite having appeared much more cautious and intelligent earlier on. There are also elements that feel out of place, especially early on. Tyler’s main storyline seems to act more as comic relief than anything else, and when he’s not making wisecracks while on the investigation, he’s investing time in his relationship or playing basketball against coworkers. In fact, the early goings of the game center a bit too heavily around mundane tasks in general. So basically, the story needed about 45 minutes cut from the first act, and it needed about 90 minutes more added to the last one.

It also bears mentioning that at times the branching paths of the story lead to problematic conclusions–especially in the end. There are three different endings to the game, and the big final conflict can either be pretty damned good or pretty lackluster, depending on how you end up there and how you play it. In fact, you get the best, most dramatic final battle if you intentionally lose during certain portions. Fortunately, once you’ve beaten the game, you can go back and select any of the game’s 40-odd chapters to replay them however you like, ensuring you won’t miss out on the best story paths and endings. That’s good, because the first play-through is unlikely to yield more than eight to 10 hours of gameplay. But there are enough different options to squeeze at least a few more hours out of the game beyond that.

It’s unfortunate the story takes these uneven turns, because it really is incredibly good overall. It’s got far more emotional impact, drama, and character development than what’s often required of a video game these days, and even with its rough spots, it has more than enough fantastic moments to keep you engaged as you play it.

Yes, believe it or not, you do actually play Indigo Prophecy. The reason we’ve talked up the plot so much is that your enjoyment of the game will hinge very largely on how into the story you get. The actual game portion of Indigo Prophecy doesn’t require an awful lot of skill on your part, save for certain sequences. Instead, it asks you to simply explore and engage the many environments, characters, and tasks before you by using simple, unobtrusive control mechanics that place you right in the thick of the scene–without relying on generic "action" buttons or heavy shooting sequences.

It’s unfortunate the story takes these uneven turns, because it really is incredibly good overall. It’s got far more emotional impact, drama, and character development than what’s often required of a video game these days, and even with its rough spots, it has more than enough fantastic moments to keep you engaged as you play it.

Yes, believe it or not, you do actually play Indigo Prophecy. The reason we’ve talked up the plot so much is that your enjoyment of the game will hinge very largely on how into the story you get. The actual game portion of Indigo Prophecy doesn’t require an awful lot of skill on your part, save for certain sequences. Instead, it asks you to simply explore and engage the many environments, characters, and tasks before you by using simple, unobtrusive control mechanics that place you right in the thick of the scene–without relying on generic "action" buttons or heavy shooting sequences.

This same method is used for the conversational portions of the game. You’re often presented with multiple dialogue choices during a situation. A small bar quickly diminishes as time progresses, limiting the amount of time you have to make a specific choice. Simple inquisitions often give you the opportunity to eventually get the majority of questions asked over time, so the time limit merely impacts the ordering of the questions. However, when playing as Lucas you’ll often have to be careful with your question and response choices, as bad choices can have a negative impact, and in some cases they may make those you’re talking to suspicious.

Lucas does have an advantage in many of these situations. See, Lucas is a bit on the psychic side. How he comes to be this way we’ll leave up to you to find out, but with this ability Lucas can concentrate and hear what the person he’s talking to is thinking about. Concentration becomes a minigame in and of itself via two colored circles that appear onscreen. Like a somewhat bastardized version of the game of Simon, the colors will light up, and it’s up to you to press the left and right analog sticks in the corresponding directions that match the colors. Do so correctly and you’ll be rewarded. Fail and, well, you can guess what happens. These rhythm-based minigames come during other sequences as well. Many of the most-action-oriented fight scenes and escape scenes place the progression of the action entirely within the scope of how well you handle these little rhythm games. Believe it or not, it works. Even though all you’re doing is rhythmically hitting these timed lights, you do it with such timing that it feels like you’re actually in control of the scene. Plus, because of the way the lights are positioned onscreen, you never feel like you’re missing the action because you’re forced to concentrate on the lights. They blend together–and well at that.

The other rhythmic minigame in Indigo Prophecy is more of a button masher. To simulate strenuous activity, the game will often challenge you to mash two buttons on your gamepad as fast as you can, and you must sustain this for sometimes lengthy periods. In some ways, this approaches the level of ingenuity demonstrated in the other minigame, as you’ll often be doing this during particularly stressful times–like, say, when you’re pulling someone up who is dangling from a ledge or when you’re running as fast as you can while a helicopter’s chasing you. Unfortunately, it does wear on the fingers quite a bit, and there are times when the game puts too many of these minigames in succession. Still, it’s a neat idea.

PC purists might not be so interested in playing an adventure game via a gamepad, but this really is the ideal way to play Indigo Prophecy. Keyboard and mouse controls are generally unwieldy when it comes to character movement, and having to substitute eight keyboard buttons for the analog stick directions during the minigames is just inconvenient. You might find that the button-mashing game is easier via the keyboard, but unfortunately it doesn’t seem like you can assign buttons to both a gamepad and the keyboard–you must choose one or the other. You can play this game effectively with a keyboard, but it will cause more frustration than with the gamepad controls. Do yourself a favor and just buck up and grab a good dual-analog pad.

Apart from these minigames and analog-based movements, there isn’t an awful lot to keep track of in Indigo Prophecy beyond your character’s basic sanity. Every playable character is given a meter that dictates his or her current mental state. Events that bring relief or catharsis often add to this meter, whereas depressing, problematic events will detract from it. Just to give you an idea of how morbid this game can be, the very top of the meter peaks out at "neutral," and it bottoms out at "wrecked." Happiness, as you can see, is seemingly an impossibility for many of these characters. Anyway, as neat of a concept as this is, it doesn’t seem to have a tangible effect on a character’s behavior within the game. If the meter drops to zero, then the game ends, and you have to start over from the last checkpoint. But that’s about it. Some of the actions that boost and drop your meter are also a bit dubious. Many of these tie in to the colored-light minigame, and they’ll pop up at occasionally weird times. Why, exactly, does reaching out to shake someone’s hand cost you sanity if you fail the minigame? And why does there need to be a minigame there, anyway?

The thing about all these gameplay mechanics is that none of them are difficult. Even if you turn the difficulty to the hardest setting, anybody with reasonable experience in rhythm games shouldn’t have a tough time nailing down the faster flashes of the lights. But really, Indigo Prophecy isn’t a game that has to be hard to be enjoyable, and it would probably come across as a lot more frustrating than fun if it were more difficult. In fact, the few areas where it flirts with more-traditional gameplay aspects, like standard adventure game puzzles and a couple of stealth sequences, are probably the least engaging portions of the game. They aren’t bad by any means, but they feel a bit tacked on in the context of a game that often goes directly out of its way to keep you glued to its plot and less focused on the controller or keyboard. These crazy analog stick movements and rhythmic minigames have a natural feel to them that you wouldn’t expect. And that’s what makes them so great overall.

Graphically, Indigo Prophecy isn’t exactly a looker. Though all the animations in the game are motion-captured, there are more than a few instances where it seems like characters will throw their arms around and jerk their bodies around in ways that aren’t quite natural. Some of the more-choreographed action sequences, however, look awesome. So at its worst, the animation is merely hit or miss. The character models range from nicely detailed to just plain ugly at times. Lucas, Carla, and even Markus are lifelike in design, whereas Tyler, his girlfriend, and some of the other fringe characters look mildly mutated. Unsurprisingly, the PC version is the best-looking game of the three available versions, especially if you’ve got a higher-end PC and can crank up the resolution. Everything has a cleaner, crisper look to it than in the console versions, and we didn’t run into any weird glitches or stability problems using a midrange video card. It still lacks technical prowess, however, and compared to what most PC adventure games are capable of, it doesn’t quite measure up.

The thing is, though, that the game’s art style makes up for many of its technical limitations. It’s kind of weird, stylistically, as the vision of New York created in this game comes across as a decidedly European perception of the American city. It isn’t that it gets anything specifically wrong, but it does, at times, feel like a European work of fiction set in America–which makes sense, since developer Quantic Dream is based in Europe. Anyway, the point is that this game has atmosphere to spare, and through its use of environmental design and camera work, it does a wonderful job of creating feelings of dread and tension. The game often employs a split-screen camera view, showing an oncoming threat in one area and your character in another. In that first scene, once you’re out of the diner, the cop gets up to go to the bathroom. On one screen, you see him walking slowly to the can, about to discover both the blood on the floor and the hidden body (provided you went that route), while you’re outside in a snowstorm, desperately searching for a way to get out of there as quickly as possible. It’s really effective camera work.

Sadly, the main in-game camera isn’t nearly as good. Though you have multiple camera options, they’re all variations on a basic cinematic camera, and it’s one that has a bad tendency to get hung up on walls and objects at inopportune times. In tight spaces, it’s especially difficult to get it to move back into a usable spot once it’s out of whack. If nothing else, the in-game camera usually does a good job of framing solidly dramatic shots. It just needs some significantly better movement functionality on the gameplay side.

Audio is where Indigo Prophecy really shows its quality. This story wouldn’t be worth a damn if the voice acting didn’t do its job, and in most every respect it does. The actor playing Lucas Kane nails the part cold. He delivers the lines with just the right tone of confused despair and never comes across as anything but genuine. All the other main characters do excellent jobs, too. Carla transcends the archetypal role of the "hot, smart female cop" and makes it into something more believable, and even the villains, despite their seemingly predictable intentions, come across as legitimately evil. Tyler is the only main character who seems cheesy at all, but that’s more a failing of the writing than the actor portraying him, as he sells the character about as well as could be hoped for. It also doesn’t help that the soundtrack has a weird habit of chiming in with some generic funk music when he arrives on the scene. There are times when it makes contextual sense in the game, and there are times when it seems forced. Those few forced bits are really the only complaints that can be lodged against the soundtrack, however. The game combines licensed music with an original score in ways that make perfect sense. The licensed music ranges from decent alternative rock to even-more-decent down-tempo grooves, and the score, created by Lost Highway and Mulholland Drive composer Angelo Badalamenti, presents brilliantly melancholy tones from a minimalist string set. Aurally, the game gets its sound effects down pat, with every effect coming across naturally and appropriately to set the mood and vibe just right.

When all is said and done, Indigo Prophecy is the kind of game that will inspire lots of conversation among those who play it. And it won’t necessarily take place because of any particularly insidious subtext or brilliant revelations, but just because (like any movie worth its salt) the game leaves a lasting impression. Sure, it’s got the underpinnings of a typical adventure game, but the way in which it weaves its inspired gameplay mechanics into the fabric of its tale is really something. Not everyone is going to love the way this game plays (especially if you’re forced to do it with a mouse and keyboard setup), but anybody with a love for good storytelling and the adventure genre will find Indigo Prophecy to be an original and enlightening experience.
By Alex Navarro
Posted Oct 7, 2005 1:10 pm PT

The Good
One of the best game stories to come along in quite a while; Deep, richly textured characters you will grow incredibly attached to; Inventive gameplay mechanics excellently tie together with the onscreen action; High-quality voice acting and soundtrack; Great atmosphere;

The Bad
Story feels like it’s missing a few key points of explanation; Not exactly impressive on the graphics front; Some of the more traditional adventure elements aren’t great; Camera can be a royal pain; PC owners will want a dual-analog gamepad, as keyboard controls aren’t ideal;
Indigo Prophecy is a game that actually gives the term "cinematic gameplay" some context, as well as some real heartfelt meaning. The term "cinematic gameplay" gets tossed around an awful lot these days. And it’s often tossed around by game makers who simply throw in a few letterboxed cutscenes and minimalist heads-up displays and then call it a day. Developer Quantic Dream’s Indigo Prophecy is a game that actually gives cinematic gameplay some context, as well as some real heartfelt meaning. More movie with an interactive progression than video game pretending to be a movie, Indigo Prophecy eschews practically any modern gameplay convention in favor of a significantly more subtle mechanical interface. You take part in every action in Indigo Prophecy–from the biggest fight sequence, to the most minor of day-to-day tasks–and you do it all with simple movements of the analog sticks on your PC gamepad or with some quick button presses that are more akin to a rhythm game than a typical third-person adventure. But where Indigo Prophecy truly shines is in its story, which is a deep, captivating, and sometimes disturbing tale of one average man’s journey to solve a murder that he himself committed.

The average man in question is Lucas Kane, a handsome but worn gentleman who lives his life as any IT professional in the great city of New York would. Kane’s life takes a dark turn one night, however, when he decides to visit a local diner. In the very opening scene of the game we find Lucas sitting in a bathroom stall, convulsing and carving bizarre symbols into his forearms. An unlucky schmo happens into the bathroom during this period, and Lucas, seemingly unable to control his actions, attacks him, stabbing him multiple times. Moments after the killing, Lucas returns to his senses, only to be equal parts horrified and stupefied by his actions. From here you take control of Lucas, and it’s up to you to get him the hell out of there.

This opening sequence gives you an excellent glimpse into how thoroughly intertwined Indigo Prophecy’s plot and gameplay are. Presented with a corpse, a murder weapon, and one of NYPD’s finest sitting out in the restaurant, you must decide how to proceed. Should you take the time to hide the body, ditch the weapon, clean yourself up, and try to casually make your way out of there? Or will you simply make a run for it as quickly as possible? You can do any or all of these things, and the outcomes will vary from a very quick game-over screen to your getting Kane the hell out of Dodge. And first and foremost, that’s what Indigo Prophecy is about: choice. Every decision made and every question asked takes the story in a slightly different direction. Of course, in most cases these changes are merely cosmetic, simply letting the core scene play out marginally differently while ultimately pushing you toward the same goal. But in more than a few cases, your choices will drastically change the flow of the story.

And what incredible directions they can be. It is with no amount of exaggeration that we state Indigo Prophecy features one of the best stories so far this year, as well as a remarkable amount of character depth. The game is like an unholy mixing of The X-Files, The Dead Zone, and CSI, with sprinklings of The Matrix and Shenmue thrown in for good measure. But the incredible thing is that it never flies off the rails, no matter how ambitious its intentions are. The story dives into some truly morbid territory, with its ritualistic killings, deeply troubled protagonist, and downright intriguing backstory. We won’t give any of the main plot points away, but needless to say, there’s an awful lot more to Lucas Kane’s plight than mere loss of mental and bodily control, including a series of past, similar murders and a mysterious cold front that’s burying the city in snow.

You won’t just experience Lucas Kane’s story, either. Early on you’ll be introduced to two other main characters, Detectives Carla Valenti and Tyler Miles. The detectives are the ones assigned to the murder Kane commits, and right from the start we get to know these characters just about as intimately as we do Kane. Carla professes herself to be the obsessive type, transfixing herself on any case that comes her way. Tyler’s more the streetwise type–the cop you’d expect to see shaking down narcotics informants and busting up gangs during the day, while clubbing it up at night. Carla and Tyler are both playable throughout the story, and it makes for an interesting scenario. While Kane is clearly not culpable for his wrongdoings, here you are playing two law enforcement officers on the opposite side of the law from this accused murderer, with no understanding of the circumstances beyond the fact that one man killed another. In effect, you’re helping two sides that are both intentionally and unintentionally working against each other.

Other characters are introduced into the fold, like Lucas’ ex-girlfriend, Tyler’s current girlfriend, and Lucas’ priest-brother, Markus (who is also periodically playable)–not to mention the villains behind all this. And even though the main three characters are where the game devotes its focus, it doesn’t leave the other ones underdeveloped. Lucas, for instance, goes to his brother not long after the murder in search of guidance. Markus shows a great deal of conflict during this scene. He loves his brother, but he can’t begin to believe his incredible story. He wants to help but is also bound by his faith and his perception of reality. The game doesn’t treat the terrible crime that Lucas has committed ambiguously, nor do the characters within it. Though some are willing to help, effectively Lucas is a man without a country.

All in all, this is a sharply written game with a lot of depth. With that said, it does have its problems. Namely, the later portions of the game take some sizable leaps, both in logic and coherency. There’s a big chunk where it seems like the developer went from point A to point C without writing in a convincing point B. Getting into too many details beyond this would give too much away, but it boils down to key characters being too willing to dive headfirst into seemingly unbelievable situations, despite having appeared much more cautious and intelligent earlier on. There are also elements that feel out of place, especially early on. Tyler’s main storyline seems to act more as comic relief than anything else, and when he’s not making wisecracks while on the investigation, he’s investing time in his relationship or playing basketball against coworkers. In fact, the early goings of the game center a bit too heavily around mundane tasks in general. So basically, the story needed about 45 minutes cut from the first act, and it needed about 90 minutes more added to the last one.

It also bears mentioning that at times the branching paths of the story lead to problematic conclusions–especially in the end. There are three different endings to the game, and the big final conflict can either be pretty damned good or pretty lackluster, depending on how you end up there and how you play it. In fact, you get the best, most dramatic final battle if you intentionally lose during certain portions. Fortunately, once you’ve beaten the game, you can go back and select any of the game’s 40-odd chapters to replay them however you like, ensuring you won’t miss out on the best story paths and endings. That’s good, because the first play-through is unlikely to yield more than eight to 10 hours of gameplay. But there are enough different options to squeeze at least a few more hours out of the game beyond that.

It’s unfortunate the story takes these uneven turns, because it really is incredibly good overall. It’s got far more emotional impact, drama, and character development than what’s often required of a video game these days, and even with its rough spots, it has more than enough fantastic moments to keep you engaged as you play it.

Yes, believe it or not, you do actually play Indigo Prophecy. The reason we’ve talked up the plot so much is that your enjoyment of the game will hinge very largely on how into the story you get. The actual game portion of Indigo Prophecy doesn’t require an awful lot of skill on your part, save for certain sequences. Instead, it asks you to simply explore and engage the many environments, characters, and tasks before you by using simple, unobtrusive control mechanics that place you right in the thick of the scene–without relying on generic "action" buttons or heavy shooting sequences.

It’s unfortunate the story takes these uneven turns, because it really is incredibly good overall. It’s got far more emotional impact, drama, and character development than what’s often required of a video game these days, and even with its rough spots, it has more than enough fantastic moments to keep you engaged as you play it.

Yes, believe it or not, you do actually play Indigo Prophecy. The reason we’ve talked up the plot so much is that your enjoyment of the game will hinge very largely on how into the story you get. The actual game portion of Indigo Prophecy doesn’t require an awful lot of skill on your part, save for certain sequences. Instead, it asks you to simply explore and engage the many environments, characters, and tasks before you by using simple, unobtrusive control mechanics that place you right in the thick of the scene–without relying on generic "action" buttons or heavy shooting sequences.

This same method is used for the conversational portions of the game. You’re often presented with multiple dialogue choices during a situation. A small bar quickly diminishes as time progresses, limiting the amount of time you have to make a specific choice. Simple inquisitions often give you the opportunity to eventually get the majority of questions asked over time, so the time limit merely impacts the ordering of the questions. However, when playing as Lucas you’ll often have to be careful with your question and response choices, as bad choices can have a negative impact, and in some cases they may make those you’re talking to suspicious.

Lucas does have an advantage in many of these situations. See, Lucas is a bit on the psychic side. How he comes to be this way we’ll leave up to you to find out, but with this ability Lucas can concentrate and hear what the person he’s talking to is thinking about. Concentration becomes a minigame in and of itself via two colored circles that appear onscreen. Like a somewhat bastardized version of the game of Simon, the colors will light up, and it’s up to you to press the left and right analog sticks in the corresponding directions that match the colors. Do so correctly and you’ll be rewarded. Fail and, well, you can guess what happens. These rhythm-based minigames come during other sequences as well. Many of the most-action-oriented fight scenes and escape scenes place the progression of the action entirely within the scope of how well you handle these little rhythm games. Believe it or not, it works. Even though all you’re doing is rhythmically hitting these timed lights, you do it with such timing that it feels like you’re actually in control of the scene. Plus, because of the way the lights are positioned onscreen, you never feel like you’re missing the action because you’re forced to concentrate on the lights. They blend together–and well at that.

The other rhythmic minigame in Indigo Prophecy is more of a button masher. To simulate strenuous activity, the game will often challenge you to mash two buttons on your gamepad as fast as you can, and you must sustain this for sometimes lengthy periods. In some ways, this approaches the level of ingenuity demonstrated in the other minigame, as you’ll often be doing this during particularly stressful times–like, say, when you’re pulling someone up who is dangling from a ledge or when you’re running as fast as you can while a helicopter’s chasing you. Unfortunately, it does wear on the fingers quite a bit, and there are times when the game puts too many of these minigames in succession. Still, it’s a neat idea.

PC purists might not be so interested in playing an adventure game via a gamepad, but this really is the ideal way to play Indigo Prophecy. Keyboard and mouse controls are generally unwieldy when it comes to character movement, and having to substitute eight keyboard buttons for the analog stick directions during the minigames is just inconvenient. You might find that the button-mashing game is easier via the keyboard, but unfortunately it doesn’t seem like you can assign buttons to both a gamepad and the keyboard–you must choose one or the other. You can play this game effectively with a keyboard, but it will cause more frustration than with the gamepad controls. Do yourself a favor and just buck up and grab a good dual-analog pad.

Apart from these minigames and analog-based movements, there isn’t an awful lot to keep track of in Indigo Prophecy beyond your character’s basic sanity. Every playable character is given a meter that dictates his or her current mental state. Events that bring relief or catharsis often add to this meter, whereas depressing, problematic events will detract from it. Just to give you an idea of how morbid this game can be, the very top of the meter peaks out at "neutral," and it bottoms out at "wrecked." Happiness, as you can see, is seemingly an impossibility for many of these characters. Anyway, as neat of a concept as this is, it doesn’t seem to have a tangible effect on a character’s behavior within the game. If the meter drops to zero, then the game ends, and you have to start over from the last checkpoint. But that’s about it. Some of the actions that boost and drop your meter are also a bit dubious. Many of these tie in to the colored-light minigame, and they’ll pop up at occasionally weird times. Why, exactly, does reaching out to shake someone’s hand cost you sanity if you fail the minigame? And why does there need to be a minigame there, anyway?

The thing about all these gameplay mechanics is that none of them are difficult. Even if you turn the difficulty to the hardest setting, anybody with reasonable experience in rhythm games shouldn’t have a tough time nailing down the faster flashes of the lights. But really, Indigo Prophecy isn’t a game that has to be hard to be enjoyable, and it would probably come across as a lot more frustrating than fun if it were more difficult. In fact, the few areas where it flirts with more-traditional gameplay aspects, like standard adventure game puzzles and a couple of stealth sequences, are probably the least engaging portions of the game. They aren’t bad by any means, but they feel a bit tacked on in the context of a game that often goes directly out of its way to keep you glued to its plot and less focused on the controller or keyboard. These crazy analog stick movements and rhythmic minigames have a natural feel to them that you wouldn’t expect. And that’s what makes them so great overall.

Graphically, Indigo Prophecy isn’t exactly a looker. Though all the animations in the game are motion-captured, there are more than a few instances where it seems like characters will throw their arms around and jerk their bodies around in ways that aren’t quite natural. Some of the more-choreographed action sequences, however, look awesome. So at its worst, the animation is merely hit or miss. The character models range from nicely detailed to just plain ugly at times. Lucas, Carla, and even Markus are lifelike in design, whereas Tyler, his girlfriend, and some of the other fringe characters look mildly mutated. Unsurprisingly, the PC version is the best-looking game of the three available versions, especially if you’ve got a higher-end PC and can crank up the resolution. Everything has a cleaner, crisper look to it than in the console versions, and we didn’t run into any weird glitches or stability problems using a midrange video card. It still lacks technical prowess, however, and compared to what most PC adventure games are capable of, it doesn’t quite measure up.

The thing is, though, that the game’s art style makes up for many of its technical limitations. It’s kind of weird, stylistically, as the vision of New York created in this game comes across as a decidedly European perception of the American city. It isn’t that it gets anything specifically wrong, but it does, at times, feel like a European work of fiction set in America–which makes sense, since developer Quantic Dream is based in Europe. Anyway, the point is that this game has atmosphere to spare, and through its use of environmental design and camera work, it does a wonderful job of creating feelings of dread and tension. The game often employs a split-screen camera view, showing an oncoming threat in one area and your character in another. In that first scene, once you’re out of the diner, the cop gets up to go to the bathroom. On one screen, you see him walking slowly to the can, about to discover both the blood on the floor and the hidden body (provided you went that route), while you’re outside in a snowstorm, desperately searching for a way to get out of there as quickly as possible. It’s really effective camera work.

Sadly, the main in-game camera isn’t nearly as good. Though you have multiple camera options, they’re all variations on a basic cinematic camera, and it’s one that has a bad tendency to get hung up on walls and objects at inopportune times. In tight spaces, it’s especially difficult to get it to move back into a usable spot once it’s out of whack. If nothing else, the in-game camera usually does a good job of framing solidly dramatic shots. It just needs some significantly better movement functionality on the gameplay side.

Audio is where Indigo Prophecy really shows its quality. This story wouldn’t be worth a damn if the voice acting didn’t do its job, and in most every respect it does. The actor playing Lucas Kane nails the part cold. He delivers the lines with just the right tone of confused despair and never comes across as anything but genuine. All the other main characters do excellent jobs, too. Carla transcends the archetypal role of the "hot, smart female cop" and makes it into something more believable, and even the villains, despite their seemingly predictable intentions, come across as legitimately evil. Tyler is the only main character who seems cheesy at all, but that’s more a failing of the writing than the actor portraying him, as he sells the character about as well as could be hoped for. It also doesn’t help that the soundtrack has a weird habit of chiming in with some generic funk music when he arrives on the scene. There are times when it makes contextual sense in the game, and there are times when it seems forced. Those few forced bits are really the only complaints that can be lodged against the soundtrack, however. The game combines licensed music with an original score in ways that make perfect sense. The licensed music ranges from decent alternative rock to even-more-decent down-tempo grooves, and the score, created by Lost Highway and Mulholland Drive composer Angelo Badalamenti, presents brilliantly melancholy tones from a minimalist string set. Aurally, the game gets its sound effects down pat, with every effect coming across naturally and appropriately to set the mood and vibe just right.

When all is said and done, Indigo Prophecy is the kind of game that will inspire lots of conversation among those who play it. And it won’t necessarily take place because of any particularly insidious subtext or brilliant revelations, but just because (like any movie worth its salt) the game leaves a lasting impression. Sure, it’s got the underpinnings of a typical adventure game, but the way in which it weaves its inspired gameplay mechanics into the fabric of its tale is really something. Not everyone is going to love the way this game plays (especially if you’re forced to do it with a mouse and keyboard setup), but anybody with a love for good storytelling and the adventure genre will find Indigo Prophecy to be an original and enlightening experience.
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