Fahrenheit

I am fascinated by the attitudes surrounding video games when the similarity with film as a story telling medium are so evident. While I don’t believe GTA4 is a good example of effective story telling, it does illustrate an important point regarding the comparative scale of the film and video game industries. During the US summer season Iron Man, which cost an estimated 140 million to produce, was released in the same week as GTA4, costing some 100 million to produce. These titles arguable attract the same audience, Iron Man grossed 102 million over the first weekend and would ultimately make 318 million in the US (see global figures). GTA4 made 310 million on the first day and 500 million in the first week globally.

However, that’s not really the point. The question is weather these two mediums offer comparable emotional experiences. Having indulged in Fahrenheit over the weekend I now have a new benchmark for narrative and direction in video games. Comparable with Shenmue (which incidentally held the record for most expensive video game production until GTA4), Fahrenheit was released in 2005 by writer and director David Cage. This thriller explores paranormal circumstances surrounding a murder case in New York City. Its greatest achievement is its manipulation of the player who interacts in the story as both the hunter and the hunted. It plays on our desire for poetic justice and challenges our morals. The player feels incredible involvement in each perspective more then I have experienced in films of a similar genre. This is a recommendation, if like me you failed to experience Fahrenheit before now.