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Fahrenheit (2005 video game) : ウィキペディア英語版
Fahrenheit (2005 video game)

| genre = Interactive drama, action-adventure
| modes = Single-player
}}
''Fahrenheit'' (''Indigo Prophecy'' in North America) is a cinematic interactive drama action-adventure video game developed by Quantic Dream and published by Atari for the PlayStation 2 and Xbox. The director's cut and uncut versions were later released for Microsoft Windows. ''Fahrenheit'' has sold over 700,000 units worldwide since it was released in September 2005 and has won several awards. On 4 December 2007, Atari released the game for Xbox 360 through Xbox Originals.〔(【引用サイトリンク】title=Indigo Prophecy available through Xbox LIVE )〕 On 8 November 2011, Quantic Dream released the game uncensored for PC through GOG.com.〔(【引用サイトリンク】title=New release: Fahrenheit (Indigo Prophecy) )〕 A remastered version was released by Aspyr Media in January 2015 for Windows, Linux, OS X and iOS entitled ''Fahrenheit: Indigo Prophecy Remastered''.
In this paranormal thriller, New York City is stunned by a series of mysterious murders that follow the same pattern: ordinary people become possessed and kill absolute strangers in public. The main characters of the story must uncover the supernatural forces behind these crimes.
A good deal of publicity was generated from the developer's rejection of conventional game genre labeling for the title; Quantic Dream prefers to brand it as the first truly "interactive film" rather than an adventure or third-person action title. This game features a large amount of motion captured animation as well as branching story lines, split screen cameras and an interface designed to be intuitive and realistic. Event triggers in the game are also mainly time-based, as opposed to the more common player-initiated progression found in most games.
==Gameplay==
Console versions of the game eschew most of the traditional methods of control, making minimal use of the face buttons on the controller, instead using the twin analog sticks for almost all player actions. The left stick controls movement of the character, whilst the right is used for context-sensitive actions. For instance, when Lucas, one of the protagonists, approaches his table at the diner in the opening scene, pressing the stick in one direction may cause him to take a seat, another makes him examine his bill, and a third lets him pick up his drink and take a sip. The available options are displayed with simple diagrams at the top of the screen. More complex motions, such as climbing a fence or spinning a yo-yo "around the world" fashion, require controller motions designed to replicate the actual action being undertaken by the character. During the tutorial of the game, David Cage instructs the player to move the thumb-stick slowly when opening a door, to maximize immersion, making it clear the prevalent use of thumb-sticks in the game was intended to increase immersion. On the rare occasions in which the face buttons are used, the buttons never directly control character actions; rather, the buttons are used to interact with menus and the user interface, such as changing between characters, navigating menus in computer systems, and displaying the "mental health" of the character. In the Microsoft Windows version of the game, control is via the keyboard and mouse, with key movements and mouse gestures used in conjunction ''in lieu'' of analog control sticks, although Microsoft Windows gamepads with analog sticks are also supported.
A major component of the game is made up of large action set pieces, which are completely scripted, but which require reflexes to complete. During these scenes, two circular diagrams with colored segments (resembling the electronic Simon game) are superimposed over the full motion video, each one corresponding to one of the analog sticks. The diagrams depict sequences of control inputs, which the player must mimic in order to maneuver the character out of danger, similar to the gameplay of ''Dragon's Lair'' or the quick time event sequences in ''Shenmue''. These action events are the points in which the game story may fork, choosing different options will result in different outcomes. Eventually, however, the stories will reconvene, as many dialog trees do. The game also requires feats of endurance, involving the alternate pressing of the left and right shoulder buttons as rapidly as possible. These left and right trigger sequences are generally used to evoke (and cause) physical
exertion, and occur during such gameplay events as characters weightlifting or trying to force something open.
The player is placed in control of, at different times, Lucas, NYPD officers Lieutenant Carla Valenti and Sergeant Tyler Miles, and occasionally, Fr. Markus Kane, Lucas's brother. The game provides each character with a "Mental Health" meter, which ranges from full ("Neutral") to empty ("Wrecked"), and which represents the character's mental stability. Many of the game's events (such as the opening, where Lucas discovers he has just murdered a total stranger for no apparent reason) subtract points from the meter, but everyday or habitual activities (such as eating, urinating or receiving good news) will add points, as will scenarios in which the character makes a revealing discovery or action that helps him or her in some substantial way. An empty Sanity meter leads to an end depending on the character and level, like a suicide or mental breakdown, and subsequently a Game Over.
Finally, a conversation system is also implemented into the game, with the right analog stick used to choose dialogue options in much the same way as it is used to control actions. When conversing with certain non-player characters (NPCs), there is often a "Suspicion" meter, which is affected by the player's choices, indicating how suspicious the character Lucas is conversing with is becoming, e.g. failing to give convincing answers when being interrogated by police. In these situations, if the player does not make a choice within the allotted time limit, the game will make a default choice for him, or else the conversation is abruptly ended. It should be noted that it is impossible to leave a conversation without the minimum amount of information necessary for the characters to progress in the game, and if one continually strays too far from the topic's intended resolution, the game will automatically direct the conversation back.
The game has a plot built around manifold branchings and multiple options. The creators describe the plot as "elastic," capable of much stretching to accommodate the player's choices and decisions across all three characters, although it still follows a set overriding plot thread. For instance, in the opening scene, the player is placed in control of Lucas and left to deal with the aftermath of the murder. The player's choices, such as what to hide, what to leave alone and how to escape the diner, determine what clues Carla and Tyler find when they arrive to investigate, and how well the patrons recall Lucas, and thus the ease with which the police later discover his identity.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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