stuboy
09-29-2005, 08:46 AM
Now, I absolutely adore Fahrenheit, got it on the day it was released, finished it over the weekend, playing it again with different choices. But someone's got to ask this question;
The ending. What on earth were you thinking?
Now it seems to me that a large chunk of the story was left out between the funfair / Lucas meets Carla. This missing story might have made the plot that followed more feasible (or more believable, or suspension-of-disbeliefable, or whatever you want to term it) but you must have had the purple clan written in from the start; why? Why was there any need to introduce another faction, and if so why make them something as absurd as AI (and never explain how the Cyborg has a physical manifestation at all?).
But I could have swallowed all this; after all, it's a conspiracy story, never mind the left-field plot elements. There were only two things that really galled me, after making a big emotional investment in the characters; the unconvincing Kane/Valenti romance (He's dead! Why is Carla dying to jump into bed with him?) and the ending, which basically seemed to say; "everyone is happy, let's just forget it all happened". It didn't tie things up and it did leave me with a bitter taste in my mouth after such an inspired production. Was it time / resource pressure causing this, or just bad (that's subjective, of course, but I think most people agree) judgement?
Nit-picking over (I feel like the comic-book guy from The Simpsons), I want to ask you a more open ended question. Where do you see interactive media going in ten years? You have expressed, previously, disappointment that the medium has failed to evolve significantly since you entered the arena. But do you think, that with titles like "Fahrenheit" selling well, this will change? Will ten years evolve games as a means of cultural and artistic expression or will the industry remain dominated by the big boys like EA and cater solely for "action" gamers? Will it ever?
And on a final, trivial question, where can I buy Fahrenheit T-Shirts? :D
The ending. What on earth were you thinking?
Now it seems to me that a large chunk of the story was left out between the funfair / Lucas meets Carla. This missing story might have made the plot that followed more feasible (or more believable, or suspension-of-disbeliefable, or whatever you want to term it) but you must have had the purple clan written in from the start; why? Why was there any need to introduce another faction, and if so why make them something as absurd as AI (and never explain how the Cyborg has a physical manifestation at all?).
But I could have swallowed all this; after all, it's a conspiracy story, never mind the left-field plot elements. There were only two things that really galled me, after making a big emotional investment in the characters; the unconvincing Kane/Valenti romance (He's dead! Why is Carla dying to jump into bed with him?) and the ending, which basically seemed to say; "everyone is happy, let's just forget it all happened". It didn't tie things up and it did leave me with a bitter taste in my mouth after such an inspired production. Was it time / resource pressure causing this, or just bad (that's subjective, of course, but I think most people agree) judgement?
Nit-picking over (I feel like the comic-book guy from The Simpsons), I want to ask you a more open ended question. Where do you see interactive media going in ten years? You have expressed, previously, disappointment that the medium has failed to evolve significantly since you entered the arena. But do you think, that with titles like "Fahrenheit" selling well, this will change? Will ten years evolve games as a means of cultural and artistic expression or will the industry remain dominated by the big boys like EA and cater solely for "action" gamers? Will it ever?
And on a final, trivial question, where can I buy Fahrenheit T-Shirts? :D