Inspirert av «Fight Club» og «Seven»

Next gen
Pk: Are you looking forward to work with the next gen consoles? and do you think they will give better gameplay and not just better grapichs?
Im looking forward to fahrenheit!
Hope it will sell good, so you can make more orginal games. keep up the good work ;)

David Cage: We start working on next gen consoles and we will work hard to bring new concepts to these new platforms.
Technology is just a tool. What is important are the ideas behind it.

Oyvind: This looks like an adventure gamers dream.. its an advanced adventure game with multiple ways of making it. only that it arent based on only objects +the story, But that you feel that things are happening NOW and that YOU decide what will happen and not the game(almost). is that right? in that case this would maybe be the next generation adventure?...

David Cage: Yes, this is how we see it...
Gamers will decide if this is really the next big step or just another adventure game...

Fahrenheit / Indigo Prophecy
Morten: What is the difference between Fahrenheit and Indigo Prophecy? I read about them somewhere, and they seem to be the same game..? If so, why is the other one called Indigo Prophecy? I were to understand Fahrenheit had a deeper meaning to it..?

David Cage: Answered in previous posts.

All right!
Mark Holm: Dude.. You're awesome.. If this game is as good as this article makes it sound, then I love you, man..
A serious story has been missing in computer games for way too long, dude..
Not much of a question, though..

David Cage: Hey, thanks !

A few questions..
^Delta^ :
Hello :) From what I have seen of this game so far (Screenshots, trailer etc..) this does look like a new direction for gaming.
(For those of you who's saying that it looks alot like Max Payne 1 and/or 2: I disagree. This game does not seem to focus on the usage of guns and ammo as much as Max Payne does.)
But I'd like to ask you a few questions..:

1) How much freedom does this game give you? (Moving around, actions, items, conversations, etc..)
2) The usage of guns seems to be present but how much focus is there on weapons?
3) How well do you get to know the characters that you meet in the game?
In some games you get to know a character so well that you can always figure out their next step and so on.
4) Have you concidered the possibility of a multiplayer function or does the gameplay ruin this option?

Well.. I guess that's about it :)
The game looks strong! Keep up the good work! :)
Now I'm going to see if I can't find a demo to try out!
Let me know if you need a beta tester ;D
- ^Delta^

David Cage:
1/ The player has a lot of freedom in the context of the story.
2/ There is NO focus on weapons. Lucas Kane does not even have a gun.
3/ You get to know all main characters very well, as you will be a part of their intimate lives, see where they live, deal with their relationships. I really think that you will start to know them exactly the way you would do with characters in tv series.
4/ It would have been interesting to have a multiplayer function, but it is not implemented. The multiple character aspect would have made it possible.

Thank you for your support. We don't need beta testers anymore as the game is close to completion. Maybe on the next game ;-)

paul: how long did you study to becoming a game designer?

David Cage: I did not make any study as a game designer.
I just worked hard, create my own company and learn to sell my ideas...
I am doing this for more than ten years now.

Fun after the first hours?
Erik S. Bo: In a lot of games with good story, you get tired of playing the same map over again, due to all the things you have to do. And many of them are impossible (to me) to play twice. The good story dies when you know it, if you uderstand. What have you done to keep people playing more than 1 time?

David Cage: Having people playing ten times Fahrenheit is not my goal. I would like people to play it once and never know what would have happened if they had played differently (like in real life...).
But I think the game has a great replayability value because it moves fast and there are many parts of scene that you can totally miss depending on how you played. I think for example of a sex scene between Lucas and his ex girlfriend that you can see or miss depending on how you behaved with her. I guess it will be a good incentive for players to play the scene several times...

Indigo Prophecy?
Kris: Why is the european title Fahrenheit and the American Indigo Prophecy?
Isn't celsius the most common temperatue scale in Europe?

David Cage: Answered your first question in a previous post.
Yes, but the game takes place in New York, so it is called Fahrenheit (except in the US where it is called Indigo Prophecy).
I know...

Lenght of it?
Thomas: After Nintendo's statement that games today are too long, how do you think Fahrenheit will appeal to Nintendo? ;)

David Cage: I totally agree with Nintendo.
I think that 8 to 10 hours is the right length for most games. Think about how many games people actually finish over 10 hours...
Fahrenheit is around 12 to 15 hours, I think this is above the ideal length.

Ra: How did you come up with the idea of using Badalamenti's genuine skills as a composer? And how do you feel about the result?
Great move i'd say...

David Cage: I fought really hard to get Angelo onboard from the beginning. I thought that his unique style and emotive tone would fit perfectly with the game. The last thing I wanted was a big band playing Carmina Burana...
I know Angelo's work since Twin Peaks and his music left a print in my mind. I am extremely pleased with his work on Fahrenheit. He brings his unique style and to me, this is one of the most emotional soundtrack I have heard in a game (since David Bowie on my previous game Nomad Soul, of course ;-)

Favourite character
Eivind: Is there a character in Fahrenheit that you find more appealing than all the other characters? And is there a certain line of dialogue you're particularly pleased with?

David Cage: My favourite character is definitely Lucas Kane, just because he is not a super hero, but just a normal guy who has to face what happens to him.
I guess a lot of players will particularly like Tyler Miles, who is the kind of cool groovy funny guy.
There are many dialogues that work particularly well to me in Fahrenheit, those where you can feel the emotion of the characters. I let you discover them and let me know which ones you prefer.

Fahrenheit or Indigo Prophecy?
Morten: I tried searching the internet for the game Fahrenheit, but i mostly come across a game with the title Indigo Prophecy. It looks as if it's the same game.. Is it? If so, why is it called Indigo Prophecy, and not Fahrenheit?

David Cage: Yes, it is the same game. The name is different in the US only. Atari thought that the american market may be confused with the movie Fahrenheit 9/11 and decided to change the name.
Don't ask me why it is called Indigo Prophecy, this is a decision by Atari. It is exactly the same game, except the sex scenes were taken out of the US version because of censorships issues (again, don't ask me why...).

Maggen: Hello! I was just wondering what kind of CPU that is recommended for this game?

David Cage: The game will work on most PC out there as long as you play with the graphic option in the game. I don't have the minimum specs in mind, but it is quite reasonable.

Ron Jeremiah: do you have a large penis?

David Cage: Mmmm, well, reasonably large.

Beer or wine?
Baffer: Are you a beer or a wine drinking man?

David Cage: Wine.

Looking forvard to it
Falcko: You said the game had nothing to do whith Max Payne but would you not say your narrative techniqe is a bit inspired by Max Payne and the tv series 24? at least that is the imprssion i get from vewing the trailer.
I also must say that the entire consept is verry exitng and that im looking forvard seeing moore form this game in the future (not to say to play it) and see what spreading consequences this game will have on the entire gaming industries!! PS: Have you played Gbriel Knight 3? that is definatly my favourite game, basicly because of it fantastic storry and unforgettable carracters. I hope this game will be able to chalage this game whith the same characteristics. You shoud try it!!

David Cage: I know Gabriel Knight and I hope that Fahrenheit will challenge it in your mind, although both games are quite different.
Fahrenheit is NOT inspired by Max Payne in anyway, unless all games taking place in New York are inspired by Max Payne ;-)
Yes, 24 was a great inspiration and the starting point for our thinking on the MultiView system. Clever comment !

BT: Have you ever played the Black Isle game "Planescape: Torment"? If you have, will this game be as brilliant and character-focused as that one?

David Cage: Nope, sorry but I have not played Planetscape Torment, but I heard very positive things about it.
I really don't know how to compare Fahrenheit to other games. I guess players will let me know once they play Fahrenheit ;-)

Nomad soul
oyvind: This looks like a winner!
Are we going to see a new Nomad Soul in the future? :)

David Cage: Hopefully.
I am currently writing Omikron Karma for PS3 (keep that for you, it is still secret...).

Hardware specs
Jan Alexander S. Bremnes: I have to say, waiting for this game is pure hell. It looks like it's going to beat the s*** out of almost everything I've ever played before.
Therefore, being a poor student and all, I was wondering about the hardware required to play Fahrenheit. Will it be way up there along with games like Doom 3, or will you be able to play it on a PC you've had for a couple of years?

David Cage: Thank you for your support.
Don't worry. You should be able to play it on your PC. The minimum specs are really reasonable.

Who is it?
Espen G.A.: Who is it to be the man back to the game?

David Cage: Back to the game? Do you mean behind the game?
Well, I guess it's me...

Sig. Til.: Where can I download the demo? If it is not available yet - when will it be?
Another questions - what are the average requirements for playing it?
Seems like a really great game - a game with soul

David Cage: Thanks, I really appreciate. Yes, Fahrenheit is a game with soul.
The demo should be available in the coming weeks (I don't know the date yet, we delivered them to Atari a while ago...).
The minimum specs on PC should be quite low. The team did a great job on detecting your configuration and changing the graphic options accordingly so you can play it even if you have a low end PC.

Rayner: How will the game compare grapically to newer games like the upcoming Alan Wake?
I read somewhere that Fahrenheit has been prosponed several times and that it has been in production since 2000. Will the graphics live up to todays standards or will it be - like so many games with long development times - plauged by early decisions?

David Cage: Hum... I don't know where you read that Fahrenheit was in production since 2000, but it is obviously a mistake...
Production started about two years ago, which is quite a standard time frame for a game with this ambition on three platforms.
The game stands very well on consoles (PS2 was the lead platform) and I think it has a great atmosphere on PC. It is definitely not the kind of graphics you will find in Doom 3, but the graphics atmosphere works very well on all platforms and we only had positive feedback from PC gamers so far, so...

Marius Helga: Will there be a Macintosh version of the game?

David Cage: No, I am afraid, unless Atari decides it.

AndyPandy: Where can i find the demo off Fahrenheit??

David Cage: Not released yet, although it should be available soon in magazines and probably on the net.

Biggest difference
Espen Klem: I get a little "Silent Hill"-feeling from the images and the description of the game. What's the biggest difference between the two, and do you see the similarity?

David Cage: Fahrenheit is not a survival horror game. There is no zombie, no deserted city, no object puzzles or weapons to find.
Fahrenheit is much more centered on the story and the characters and on creating a wide range of emotions, not only fear.

Development platform and tools
Eirik Hoem: Can you tell us abit about the platform OS and tools / languages you use for development?

David Cage: Nothing very original : C++ for the engine, a proprietary language for the scripting, everything under Windows.

PSJ: Hey.
Looks like an interesting game, but how's the gameplay? Will there be alot of fighting, shooting, etc, or will most of it be tinkering with objects?

David Cage: There is no object puzzle in the game. Fahrenheit is really about making choices in the context of a story.
Forget about the usual game mechanics, this is a different kind of experience.

Ernst: Its so cool that you got him to do the music :) Looking forward to try the game!

David Cage: Absolutely !
Angelo did a great job on Fahrenheit. We recorded the soundtrack with a real orchestra.

GH: When you're playing Lucas Kane, will you actually kill the persons? I mean, when you're bout to kill a person it just don't go over to an cinematic? (hope you understand my question:P)
Anyway, good luck!

David Cage: Lucas just kills someone in a state of transe in the opening sequences. After that, he does not kill anyone anymore, but just tries to understand what happen and to stay alive. (I hope you understand my answer ;-)

Andrez: Looks great!
Will the story include supernatural elements, or is it more of a dark and strange but yet mundane setting?

David Cage: Fahrenheit is a paranormal thriller.
So yes, it definitely include supernatural elements.

Ulf Tore: How many hours of play does the game have? Fairly estimated.
Is there any difficulty selection avaliable?
Thats about all. Looks really good so far!
Hope there's alot of surpsises in it! Good luck with the game!

David Cage: 12 to 15 hours.
Yes, there are difficulty levels for action scenes.

GH: How long will the game be?

David Cage: 12 to 15 hours.

Morge: Does your game support widescreen? I am not buying any game that my 16:9 projector does not support....

David Cage: Mmmmm, it should work ok on your projector.

Angelo Badalenti
Erik H: Angelo Badalamentis works, in my opinion, were vital in "Twin Peaks", "Lost Highway" and "Mulholland Drive", contributing to the unique eerie feeling in all those movies. Great decision on having him orchestrating the music in your game "Fahrenheit"! I look forward to playing it even more now that I learned of your choice of music composer! Good luck!

David Cage: I cannot agree more.
Working with Angelo has been a huge pleasure and an honor. He has been extremely easy to work with, very understanding, and he bring to the game a kind of emotion that is really unique.

Development time
Gunnar: Hi!
First of all, I want to say that the game looks fantastic! Saying that, I was wondering how long it took you to develop the game, and what was the most challenging/time consuming part (Graphics, Gameplay, Physics etc..)?

David Cage: Thank you.
The most challenging part for me was the writing. The full game design is about 2000 pages...
Motion Capture and directing also took some time to adjust (we have a huge amount of data and high expectations in matter of directing).
The full game took a little bit more than two years to be developed, for a team of 80 people, 50 actors and stuntmen (yep, big game...).

Atari twisting your arm
Geir: The game looks awesome, but I'm worried that Atari will force you to release the game before it's done and riddled with bugs as they did with Enter The Matrix, Driv3r and basicly any game they touch.
Can Atari force you to release the game before the devs are happy with it?
Good luck!

David Cage: Have no fear. The game is really finished (or at least, we consider it finished...).
Atari has been really easy to work with. I guess they learnt from their mistakes.

Martin: I agree with you regarding lack of good strories. Are there anyone out there who know why the hell we were shooting at bermudadressed soldiers in FarCry... ? What do you think about the story so far in HalfLife/ HalfLife2? do you think the trilogy will be really fullfilled with HalfLife3?
Also, How much cinematics are we talking about in fahrenheit. Personally I think MetalGearSolid has too much. You feel like your paying $60 for a movie... Is this the case with fahrenheit too or is it more limited so you actually need to hold the controller?

David Cage: Absolutely not. The most interesting part of Fahrenheit is that it tells a story without any non interactive cutting scenes. The story is told through player's actions. I am not this kind of designer, who wanted to be a script writer for Hollywood but as he could not do it, ended up making video games...

?: Your idea sounds certainly exciting, but how is it possible to play both the criminal and the police at the same time? You already know who did it as the police officer.

David Cage: The question is not to know who did it, but why he did it. And no one has the answer to that question, not even Lucas Kane...

geir: is it a action game or adventure? and of course i have to ask will there be gore

David Cage: It is not gore but it is for adults (some scary scenes and some sex scenes).
It is more on the adventure side than action.

Petter ONE: How big is the game? How much time do you aproxametly think it will take an average gamer to finish it?
I gotta give it to you; the game looks amazing..I can hardly wait!

David Cage: Thanks.
12 to 15 hours of game play in walkthrough mode (without replaying anything).

nice work
Magnus K: the game sounds cool (pun intented) and original, but was just wondering, if you play as the the chased and the chasers, won't that make the game too easy?

David Cage: Nope.
Lucas Kane investigate on the supernatural side of the story while Carla Valenti investigates on the cop side. They both have the same goal : understand what happened the night of the murder, they just do it from two different prospectives.
There is no way you can stuck yourself by giving the advantage to Lucas or Carla.

Hello, there!
Frederic Christensen: "Fahrenheit" looks very promising! I have some questions.
1) What other games would you compare "Fahrenheit" to? Old point and click games, or newer 3rd person action games?
2) Is the coices you have to take very obvious, or are the a little hidden? To put it another way; when you have to hide the corpse in the bathroom, is it like a message on the screen saying "either hide the corpse, or run away," or do you have to figure out what to do yourself?
3) How much do your choices influence the story and progress of the game?
I'm really looking forward to this game!

David Cage: Thank you.
1/ Fahrenheit is probably very close to the old text-based adventure in that sense that it recreates the feeling of freedom in the context of a story. Of course, real time 3D, motion capture and all modern technologies gives it a new breath, but it is really similar.
2/ You have to figure out what you want to do by yourself. You only have the context to make your decisions.
3/ I won't tell you that the story can be totally different depending on your actions, but most of your actions have consequences at different levels. You can see or miss specific scenes, see very different things in one scene, have different relationships with characters and obtain or miss information.
The result is the feeling of having different versions of a movie, although it is still the same movie. Most people who played it were really surprised about how the experience can be different if you play it twice.

games of the future?
Rooney: Do you think games in a few years are too complex for independet gameindustri to follow up? I think there are too many traders on the "tv-gamer" marked - Today players copy games and the exciting getting a new game are limited.
I hope to retrieve the old exciting feeling getting a new game, and looking forward to try Fahrenheit.

David Cage: I agree.
It is difficult for ambitious and innovative games to find funding just because publishers prefer to produce ten FPS than one original game.
I hope things will change in the next years, maybe thanks to Fahrenheit, hopefuly with next gen consoles too...

Max Payne
Glenn Nilssen: Hi.
I was looking on the teaser for your game, I thinked that the sourondings looks alot like the game Max Payne 1 and 2. Is this game inspired by those game in any way?

David Cage: Not at all. Yes, it takes place in New York modern days, and that's pretty much the only similarity.
Max Payne is still a third person shooter with a strong storyline.
Fahrenheit is a strong storyline with action scenes.

Per Heimly: What kind of game is Fahrenheit?

David Cage: An innovative story-driven game where your actions change the story.
(short question, short answer ;-)

«Fahrenheit» to PlayStation 2, Xbox and PC.
Stian: «Fahrenheit» to PlayStation 2, Xbox and PC. Why not to GameCube?
Why is't GameCube in list? Because GC disc not have enought disc place and too small?

David Cage: You know, decisions regarding platforms are usually taken by the publisher. GC was not considered because it did not seem to make sense for Atari maybe in matter of positionning and/or sales.

What makes your storyline "better"?
Wanting-to-be-a-writer: Hi.
It is a known fact that the storyline in most modern games are - well pretty much non existing, with a few exceptions of course. What makes Fahrenheit so different from these other games (At least those with a somewhat decent story?)
And, how did you go about writing the story? What, in your mind, is missing from other games and stories that you really wanted to do and tell?
Good luck with the game.

David Cage: The main issue with stories in games is that usually, the story is just the alibi to tied all action levels together. This is its only purpose, exactly like in porn movies.
In Fahrenheit, the story constitutes the experience itself. It is not an excuse to shoot or drive, it is the true essense of the game.
This is what makes Fahrenheit so different.

Kjetil: Are you doing a Molyneux? Hyping up the game, but when it is released you have to cut a lot of features?
Good luck on something that may be great (unless it's all hype)!! ;)

David Cage: (big laugh...).
Well no, the game is finished and I know exactly what's in there. Nothing will be cut !
Although it is true I am proud of my game, I try not to oversell it. It is not the magical most fabulous game of all time. All I can say is that people who played seemed to really enjoy it and that the buzz is quite positive at the moment.

Lex: Hey David.
Hope I'm not too straight forward here, but why should I buy your game?
What are people's main reaction when first playing it?

David Cage: Well, you should buy Fahrenheit if you are tired of playing always and always the same game, if you are tired of games where you drive and kill without even know why, if you are tired of being considered by most games like a retard teenager.
If you are looking for a different kind of experience based on story, characters and emotions, if you like suspense and mystery, if you want to be immersed in a very unique experience, then Fahrenheit is a game for you.
In general, people are really sceptical about the game before playing it (they heard this type of speech so many times before...).
They always want to play more once they started (often difficult to make them stop...).

Karsten: I've never heard of you or your game, but this sounds very exciting! Just a few questions:
1. Which games have influenced you, both to do Fahrenheit, and to start working in the gaming industry?
2. Books/Comics/Films/Authors that have influenced you?
3. The ultimate gaming experience? (that's a trick question, by the way :p)

David Cage: Just for you to know, my previous game was called Nomad Soul, featuring singer David Bowie and publisher by Eidos.
1/ I started working in this industry when real time 3D arrived. I realised at the time that it had become possible to use this media to tell story and to share one's vision.
2/ Well, difficult to answer. A lot of authors/comics/film makers influenced me, in disorder Homere, Virgile, Shakespeare, Palaniuhk, Davind Fincher, Kubrik, Adrian Lyne, K.Dick, Dan Simons, Orson Wells, Hitchkock, Ridley Scott, Alan Moore, Frank Miller and many many others...
3/ The ultimate gaming experience? Still to create ;-)

Game Over/Endings
Sindre Dreyer: Hello Mr Cage,
I?ve been casually reading up on Fahrenheit over the past few months and find the game very intriguing. It is very positive that a large emphasis has been placed on the story as I find my self extremely bored with the regular FPS/RPG games where repetitive killing plays a more significant role than the plot.
My question is two fold, 1.) Is it possible to ?die/loose? in the game? I.e. will there be scenarios where unless you take appropriate action you?ll end up ?Game Over?? 2.) Will actions taken within the game yield completely unique endings or are the number of endings predetermined to1or 2?
Thank you, have a nice day. Very much looking forward to the release!

David Cage: Thank you for your interest and support.
1/ Yes, there are many ways of dying in the game each time you can get arrested or killed. There are no situations where you have to do one specific action otherwise you have a game over, but rather different options that let you decide what you want to do in the context.
2/ In fact, there are many different paths leading to different endings. There are many different ways of playing the endings, as there are many ways of playing the game.

This game, how, why? :)
EmJay: Hi, just wondering.. Why is this game more reactive to our actions, than any (allegedly) other game..
I am really interested thou, because games so far only get me interested to _there_ .. and then nothing beyond.. there is no replay value, no feeling of being able to change your, let's say, destiny, ingame..
I do hope that what is being said here in norwegian will hold water (norwegian term I think, ask those hosting this about what it means if in doubt)
It really would bring a new meaning to console gaming.. (So far I've been a PC gamer myself.. Even thou I own every console worth owning for gaming purposes)
Thanks for your time answering, and good luck on your publishing of this game.. I hope the launch goes as expected :)

David Cage: Fahrenheit is about destiny and the idea that your actions can change what will happen.
I don't know if it will hold water (nice norvegian term ;-) but the game is really different from what you played before.
The launch goes better than expected so far... I am amazed by all the positive reactions we received in all countries. We also received the first review notes today, and they are quite good!

Thomas: What inspired this game? Is it something you've wanted to do for a long time, or did you get your inspiration from a newly released game/movie?

David Cage: Answered in a previous post.

laffis: it looked like some monsters in the end of the trailer, is this that type of thing, cause im gonna be as disapointed as when i played far cry.

David Cage: No, Fahrenheit is NOT about monsters.
Lucas' reality starts to distort at some point in the game, and his visions try to kill him. There is a scene with monsters, but each scene is different and you may be surprised by how his visions become real...
The whole idea is that the player never knows what to expect next, what is real and what is not.

Copy protection
Helge: I'm just wondering about copy protection. With today's rather intense pirate market, how can you (or any company for that matter) afford to make such a gigantic production as Fahrenheit?

David Cage: Well, it is still possible to sell games out there ;-)
I also spend time communicating personaly about Fahrenheit to show that there are real people behind the game who worked for almost three years to create something unique.
Maybe I am naive, but I hope that people will respect that and will agree that it has a value.
I am not in the style of putting people in jail because they downloaded a game. I am personaly comfortable that my game is downloaded to a certain extent, if and only if people who like it and play it agree to buy it.

Whats the purpose?
Simen: hi, what is the purpose of this game? the feeling you want the player to think back to it with? i think this game looks awesome and i'll definetly buy it!
Dont disappoint me now :P

David Cage: We will try not to disappoint you ;-)
I hope to create an experience where the player will be immersed in the story, where he will care for the characters, see them and remember them as real living characters rather than like a bunch of pixels.
I hope that players will have a very unique experience with Fahrenheit, something that will leave a trace in them for a while, exactly like the best movies they saw or the best books they read.

Writers Future
skarphedin olsen: I enjoy games, a good book, and writing. Recently I have begun thinking about a combination of sorts, as a textwriter or similar for gamecompanies.
Do you have any thoughts on how to accomplish this?
Would, for instance, scriptwriting school be a good direction to head?

David Cage: Learning how to tell a linear story is definitely a good first step, although it cannot be the last one. Writing for an interactive media is definitely very different. You have to know how to tell a linear story, but you will also have to discover how to tell a non linear story. And for that part, you will have to pioneer by yourself, because there are very few books out there.
Give a look at Fahrenheit, it may give you the first clues...

what next?
Johnny Cualquiere: Computer games have existed in the same format( so to speak) for a long time. What do you think is the next step? where will the world of computer games take us???

David Cage: Stories will take more and more importance. Think about movies : the first movies were about bank or train attacks, then came complex stories.
Games will follow the same trail. In order for this media to become mature, it has to stop being a toy for kids and being able to express emotions and tell stories.
Of course, technology will evolve and progress, but this is minor compared to the evolution of the content.

stephan: what games do you think have inspired and/or had an influence on the process of making and writing this game and its story ?

David Cage: In fact, very few games inspired me.
Although Fahrenheit is really different, ICO was very interesting to me because it demonstrated that a complex emotion like Empathy could be generated in a game.
Games did not have to be limited to anger, power, frustration, fear, all these primitive emotions we find in most games, but we could reach higher and more complex feelings.
This was a big confirmation for me while I was writing Fahrenheit, and I felt more comfortable continuing to explore the path I had defined (although ICO ended up not being a big seller, it is still a lot of people -including me-'s favourite game).

Stan: Hello, I saw an demo of the game, Fahrenheit and I was very impressed. I liked the idea about how, you as the player. Can change the story, and how it will end. Maybe, you should send me a copy of the game when it`s coming out for sale. Then I will buy all your future games.

David Cage: Nice try !
I don't know how much you pay for your games in your country, but believe me, this is nothing for all the hard work, pain and sleepless nights we had to develop it.
Think about it ;-)

this is gonna be sweet
Terje: a game like this is something i've always wanted to play, looking forward to it!

David Cage: Well, thanks for your support.
Innovative games don't always sell, this is why publishers prefer to produce ten games about Second World War 2 rather than giving its chance to one original concept.
With Fahrenheit and all the very positive buzz we have around the game worldwide, I hope we will prove that a game can be ambitious and different, and still find its audience.

Andrew: From what I've read, this title seems promising indeed!
I am wondering if Fahrenheit will in any way bear likenesses to the Silent Hill series?

David Cage: Mmmm, not really. Although Silent Hill had a solid story, it was still about killing zombies.
Fahrenheit is very different, the story is really at the core of the experience, and you have contextual actions all the time, which means that you never do twice the same thing.
I know, it is difficult to understand when it is explained, but everything becomes obvious once you can play the first scene...

Aleksander Kristiansen: First of all, thank you for caring.
Since you make so much space for multiple plot-turns doesn't this inhibit the lifetime of the game? Don't you have to cut down the "stem," to make it fit inside the boundaries of stationary gaming-consoles? Will this be a multi-disc game?
Last of all, thank you for sticking to your gut.

David Cage: The game will take 12 to 15 hours to be finished in walk-through, just playing each scene once. I honestly think that this is the right length for this kind of experience. Telling a good story over 40 hours of game play would be a non sense.
But in Fahrenheit, there is no repetitive patterns, no hours spent walking from point A to point B, no 2D puzzles impossible to solve, not sudden hords of enemies just to make you loose time.
Everything is about storytelling, which means that characters, actions, situations, choices change all the time.
We made no design compromises for consoles, the game is exactly what I wanted it to be on all platforms.
It will fit on one DVD on PC.

The idea?
Tom Andre: How did you get the idea of making such a game? I think this game looks very interesting, and I'm thinking of buying it!

David Cage: The whole idea came from the will to create a story-driven experience with adult topics. I was tired of defining interactivity with "how many zombies can you kill in one minute".
I thought that there was other ways of playing and interacting. Storytelling and emotions were my primary focus, as I felt they were underestimated and that no real solution had been found so far.
I don't know if people will like it or not (at the moment, it seems most of them like it ;-) , but all I can say is that this game is REALLY different from what you played before.

The Most Beautiful Animal in the World
Bolleh: What can this game offer us Giraffe-enthusiasts?

David Cage: Mmmmm... Can you define Giraffe-enthusiasts?

Finally! =D
Andreas Hoff Eriksen: A game developer, which actually CARES bout the storyline in a game! =D
Your name will never be forgotten by Norwegian gamers! If games are to be truly accepted and respected as a way of cultur together with books and films, the story HAS to be a main key in games! Finaly someone who takes it seriously! You rock! What do you think about Hideo Kojima? Can`t wait till Fahrenheit ;)

David Cage: Well, thank you very much. Usually, no one cares about stories in game just because they feel that players are just here to kill zombies or to crash cars.
I strongly believe that stories and characters are the next big step forward this industry has to make and that eveyrone will realise how it can improve the experience.
Fahrenheit brings some interesting answers to these questions and I hope players will enjoy it. We are not the only ones to think this way, Kojima and many others (a lot of japanese guys, obviously) think along the same lines.

Sebastian Johansen: Hello. Why do you call the game "Farenheit"?

David Cage: Cold is a very important element in the game. At the begining, it is just a part of the background, but the more it goes the colder it becomes...

sigurd: Tell me a game or anything that has been of inspiration to you making Fahrenheit, that few would be able to tell or guess :)

David Cage: My inspiration came more from movies than from games. I was especially interested by David Fincher's "Seven" and "Fight Club", or by Adrian Lyne's "Angel Heart" or "Jacob's Ladder".
A movie by Brian de Palma called "Snake Eyes" with Nicolas Cage (no link with me;-) was also really inspiring as the movie was about a murder seen from different points of view.
There are many movie references in Fahrenheit, from Wells to Hitchcock, but I let players discover them...

Runar!: siden du er bade "morder" og etterforsker, kan du v?re sapass heldi / uheldi at du fanger degselv?

David Cage: Hum... Sorry...
I only speak french and english...

ReRun: I can rewrite Runars question:
I you are both murder and investigator, can you be so lucky/unlucky that you get yourself trapped by yourself.hehe

David Cage: No.
I made sure that the story would always make sense and that you could not trap yourself.

Poseidon: Are u in any possible way related to Jonny Cage, the fighter from Mortal Kombat? Anyway I'm looking forward to try your game!

David Cage: Yes, Jonny Cage is my brother ;-)

?:How would you describe this game? Horror? ACtion?

David Cage: Fahrenheit is a game that is very difficult to categorize. I use to call it "interactive drama". It is definitely a story-driven experience where player's actions will affect the way the story unfolds.
Nothing to do with survival horror, it could be a paranormal thriller in the style of David Fincher.

its to bad
pc rules: Fahrenheit sucks .its look like max payne and has the same ugly grapich . Did u take a copy ? :D
STRATEGY games 4 life

David Cage: Interesting question ;-)
Play the demo of Fahrenheit and you will realise that it has nothing in common with Max Payne.


Inspirert av «Fight Club» og «Seven» Friday, July 15, 2005

Previous News

hosting1996 - 2018 "Omikron Game" . This is a private blog, the main aim of keeping articles on-line through the years for my poor memory. Please respect authors rights and ask them personally for coping material. Some links may lead to 404, is not my fault.