• Home
  • Popular Articles
  • Recent Articles
  • Forums
  • Search Articles
  • Submit Article
  • RSS Feed
  • Game Profiles

GamersInfo.net

Indigo Prophecy

Xbox | Rude Boie | October 30, 2005
Game Profile

Indigo Prophecy

Publisher: Atari

Release Date: 09/26/2005

ESRB: M

Genre: adventure
Setting: modern

One of the unfortunate casualties in gaming over the last decade has been the adventure game. Some might say that the death of the genre was more of an integration of the genre's best aspects into others. Perhaps that's true, but I still feel that the adventure game was the best way to take part in a story. A great story isn't a requirement for a great game, but you always knew that a great adventure game would tell a great story as well.

Indigo Prophecy is an attempt to evolve the adventure genre. Doing away with the genre's traditional point and click scheme, and trashing conventional notions of dialogue trees, inventory systems and puzzles, Indigo moves the player away from simply experiencing a story, to getting the player to create the story. Ultimately, Indigo is one of the best game experiences of the last few years.

Indigo Prophecy is just a murder mystery - with the innovation that you take control of the suspect, Lucas Kane, as well as the detectives trying to find him. This means that in one scene, you'll do your best to avoid suspicion, and in the next you'll try to uncover clues that you (as Lucas) tried to avoid leaving in the first place. It's a mechanic that works really well, and as a result the first 3-4 hours of gameplay are some of the most interesting and involving hours I've ever experienced. As the game progresses, the plot develops past being "just" a murder mystery, into something more epic/world-encompassing, with tons of character development and hints of conspiracies and science fiction thrown in as well.

Normally in adventure games, you do everything, talk to everyone - the gameplay revolves around exhausting every possibility, oftentimes mixing and matching until something comes out right.

Indigo, though, forces the player to make his own decision within the game. Conversations are limited in that you won't be able to ask every possible thing - your options are also timed so you need to actively think to choose what you want to say before time runs out. Picking one thing may mean another dialogue option permanently disappears, but it also may allow you to continue the conversation or open up other topics.

Each character you control has a meter that measures his current emotional well-being. If your decisions cause stress for the character you're currently controlling, the character will get depressed. Therefore, you'll want to play your character with real life sensibilities. For example, if one character is recently removed from a relationship, encountering reminders of the relationship might cause distress. Or if a character is in a relationship, doing things to jeopardize it will lower his emotional state.

Indigo, more than any other game, puts you in a realistic setting with realistic choices and consequences stemming from your actions. There are no do-overs, but at the same time there are few concrete "failures" in decisions. As in life, there tends to be good and bad decisions, but they really all mix in a murky gray in the overall context of the game. Indigo encourages the player to accept his choices. In other games, one might realize he made a mistake, and reload instantly to replay things until he got it perfectly right. Indigo, however, gently soothes the player into understanding that playing a scene out and continuing from there, adjusting to the variables and situation that you have created, is the right way.

When you play through Indigo Prophecy, you create your own play experience. In a way, Indigo provides a basic set of characters and settings for each part of the game, but what you do from there in - how you interact or make decisions - is completely up to you. Each player will have his own unique experience within those guidelines. When I've talked to friends who've played the game, I've always been surprised at the things they've seen or done that I had no idea were in the game.

The choices you make are much more of a representation of you, rather than a representation of what you think you're supposed to do.

Comparing Indigo Prophecy to other games is like comparing an essay question to a multiple choice one - Indigo asks what would you do? Indigo provides a truer sense of character role playing, placing the player into the character's world, much more so than in even the best role playing genre games.

Indigo's control scheme is a departure from the standard point and click adventure game. What can be frustrating about that scheme is that gameplay can often devolve into pixel hunting, which is running the cursor over every part of the screen until something can be interacted with. Those games can often feel like two-thirds Where's Waldo? and one-third story and puzzle solving.

Indigo's control scheme is simple: the left analog stick is used for movement, while the right is used for interaction. It's pretty original and works well, though I'm not sure it's really intuitive. The right stick tries to emulate real life motions. For example, if you're behind a door and need to open it, you would pull down on the stick (towards you, the player) to pull the door open. If you're sitting at your desk, and you want to open a drawer on the left side, you would hit left on the stick to open it. You won't need to think this out, however, as the game interface will let you know what you can interact with in which analog stick direction.

Movement control can be an issue at times. Often, controlling your character feels clumsy, and you'll find yourself needing to completely stop to move in a certain direction.

In action scenes, such as in an escape or fight scene, control is handled through Simon-Says-like mini games. On screen, you'll see four directional colors for each analog stick, and you'll have to repeat the patterns shown on screen. Some might say playing action scenes this way is silly or repetitive, but I didn't mind it. I think it helps casual gamers enjoy the game without needing to be arcade stars, and I think the sequences do still have a way of making you feel that you are genuinely controlling the character as well.

Graphically, Indigo is more impressive on a presentational level than on a technical one. When you go through the intro, David Cage, the director and writer of the game, describes Indigo as a movie, and that's how the game is presented visually. Sometimes this isn't perfect for gameplay - for example, the camera angles can be horrible and make things more difficult than they should be in terms of trying to go where you want to be. The awkward character control exacerbates this problem further. Indigo does a great job of creating atmosphere and tension with its visual cues and game world, but the character models can be … inconsistent. I'm not sure how to describe it, but I think there's just a lack of final polish in the game. Indigo's graphics aren't its strongpoint, but I wouldn't consider them a weakness either.

Aurally, however, Indigo shines completely, from its soundtrack to its voice acting. The strong soundtrack does just as much to manipulate your emotions as the plot and characters do. The voice acting is consistently outstanding, and an integral part of keeping up with the movie-like presentation of the game.

*********

The following may color your own experience with the game, so I have included this slight warning.

*********

Indigo starts out amazing, but the plot does accelerate and ends sooner than one would expect. My feeling is that the story breaks down from its intriguing premise, becoming too familiar and trite as I reached the end. Indigo does have multiple endings, and with its open-ended gameplay structure one would think that one's decisions over the course of the game affect the ending, but the reality is that the endings can all be determined by slightly different actions at the end of the game. This is somewhat depressing to realize, because as much as the game tries to reinforce the impression of a unique game experience, your choices really doesn't amount to anything by the end of the game. When you get to the end of the game, or after some replay, you may feel that there is somewhat of a faзade to the gameplay, as if you've been fooled into thinking the game was a lot deeper than it actually is.

At the same time, however, it doesn't really matter how or if a game tricks you, it only matters that you believe it. In that sense, Indigo succeeds.

*********

What Indigo Prophecy does better than any game in recent memory is to give the player the sense that they are creating the story, not merely moving from point to point within the story. Instead of playing to find out more about the story, you play to figure out what you're going to do next, to see what comes next for you, not simply what comes next in the story. You might feel like you're playing a choose-your-own-adventure game or taking part in a truly interactive movie.

The initial gameplay experience should last 8 to10 hours. It's fairly short, but the game is still highly satisfying. Replaying the game will be an attractive option to most players, as when you're playing the game the first time, there will inevitably be many moments where you'll wonder if you could have changed something by saying or doing something different. There are also many unlocks to check out, including behind-the-scenes footage and concept art.

Indigo Prophecy is worth owning, but can be enjoyed as a rental as well. Indigo shines as a highlight of its genre and an advancement in storytelling, and I highly recommend it to all game players.

There are no comments on this article. Be the first to post a comment!

Other Articles By This Author

XIII
Doom RPG
Batman Begins Mobile
Halo Graphic Novel

About the Author, Michael Nguyen (A.K.A Rude Boie)

I love video games. I just don't play too many of them. I grew up always having to learn about games through my (incredibly cheap) subscription to Video Games and Computer Entertainment (10 years later, this magazine is now known as Tips And Tricks). I'd read through each issue several times, remembering all the screenshots and details, but it was rare that I'd actually to get play any of the games featured just because I didn't have the money to do so. Now, I'm lucky enough to work in the industry, at a position that requires me to be a video game expert. Apparently I really did learn something from all that reading back then! I still don't play a lot of games though.

I enjoy virtually all game genres, except for PC war strategy, which I'm sure I just can't handle in terms of sophistication. My true calling in gaming is the PC FPS. It's the only genre where I'm willing to overlook major flaws in a particular game, finish it, and enjoy it anyway.

I also have a fascination with digitized video games (Fox Hunt, Psychic Detective, Angel Devoid), a now-defunct genre. Back when full-motion-video was all the rage, these games were supposed to be the next step in bringing Hollywood to the gamer, but most of the time, these efforts resulted in hilarious (and ridiculous) "interactive" movies that, instead of bringing innovation to the industry, only paved the way for the bad voice acting that the industry still suffers from today.

Add Comment

Your Name:
Email Address:
This will not be shown publicly.
Website Link:
Your Comment:
Some HTML is allowed; Markdown syntax is also available.
 
  • Home
  • Who/What We Are
  • Game Profiles
  • MMO Blogs
  • Editor's Blog
  • Staff Blogs
  • Image Gallery
  • TryGames at GI.n
Privacy Policy - Copyright © 2003-2008 GamersInfo.net