Fahrenheit: Indigo Prophecy: 20 Years Later

As the 2020s have rolled on, I enjoy looking back at games from my childhood and teens as they reach important milestones.

I’ve talked before about some big anniversaries, such as the original Assassin’s Creed and its sequel turning ten years old, the Medal of Honor reboot turning fifteen, and Driver reaching twenty.

Another game of my early teens had its 20th anniversary in 2025, and I would love to write about it because as it stands it doesn’t get as much as attention or love today.

Let me introduce you to Fahrenheit: Indigo Prophecy.

Guilt is a Chilling Feeling Fahrenheit at 20 Years Old

First off, I have to address the name. The original title is Fahrenheit, and is named that Europe. However, the game came out in 2005, a year after the Michael Moore documentary Fahrenheit 9/11.

As to not make American audiences think the game was in any way connected to the film, the game was renamed to Indigo Prophecy, a name that fits the story better, but is 100% less cool than “Fahrenheit”.

And just for clarity and for my sake, I’ll be referring to it as Fahrenheit throughout this look back.

So, what is this game and why do I love it?

Fahrenheit was created French developer Quantic Dream, more well known nowadays for their games Heavy Rain, Beyond: Two Souls, and most recently, Detroit: Become Human.

Quantic Dream games are focussed heavily on their cinematic quality, featuring long, winding stories connecting several characters, and recently use the voice and performance of Hollywood talent such as Elliot Page, Willem Dafoe, Clancy Brown, and Lance Henriksen.

Fahrenheit is the first game that Quantic Dream tried to make that followed this “cinematic first” aspect, so is a fascinating artefact of a team working on they first of what would be their signature  gameplay style.

The gameplay in Fahrenheit is a focussed mainly on quick-time-events that take over for major actions in the game, like performing feats of strength. The other half of the game is filled with dialogue sequences, guiding the story through our choices. But before I get too bogged down in the tech, I want to talk about the story, as it is the high point of the game.

Source: omikrongame.blogspot

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Fahrenheit is a modern-day murder mystery, where the player works on both sides of the case. One side; the murderer Lucas Kane, who believes he was possessed into killing a random person. The other side: the “smouldering” detective, Carla Valenti, who will hunt down Lucas through the largest snowstorm in history.

The story flies between genres freely, so alongside a murder mystery story we get an occult conspiracy, a hyperaction movie, a “deep” philosophical treaty on humanity, and in the end, an absolute mess of a story.

But however bad and ridiculous is game becomes, the opening is one of the best starts to a game I have ever played. Even for the 15th anniversary, the team at Quantic Dream talked about their favourite moments, and all three team members said the opening.

After sweeping shots over New York City at night, we arrive at Chapter 1: “The Murder”. In the dirty, cold bathroom of “Doc’s Diner”, a man, Lucas Kane hides in a bathroom stall.

Using a knife he had taken from his diner dinner, Lucas carves archaic symbols into his arms, before exiting the stall and heading for the unsuspecting man washing his hands.

As Lucas staggers forward, eyes rolled back in his head, we see a shadowy man surrounded by candles, guiding him through the same actions. Lucas eventually reaches his prey and attacks, stabbing the victim three times in the chest.

As soon as the murder is complete, Lucas is pulled back to reality, and it’s here where the game begins.

The opening is instantly iconic, cementing a player’s interest and establishing a dark, brooding tone over the game. It’s a perfect microcosm of the game that works as its own mini-story, and worked so well the did a very similar thing for the opening of Detroit: Become Human.

Source: blog.quanticdream.com

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Now a player is in control of Lucas, but what to do? And just to make the situation a little more tense, there is an off-duty police officer having a cup of coffee right outside the bathroom door.

The situation can feel overwhelming at first, but luckily the game guides you subtly with its camera angles. To interact with objects in the world, the character must be within reaching distance from them.

Luckily, Lucas’ starting point allows him to pick up the man and drag him via a QTE into a bathroom stall and close the door. It’s here where another mechanic of Fahrenheit comes into play, the “Sanity Meter”.

Certain actions in the game have a hidden point score attached to them. If the action is something “positive”; taking an aspirin when feeling ill, talking with your estranged brother…or hiding a body you just murdered in a toilet stall, will increase the Sanity Meter.

Doing actions like remembering you killed someone, not kissing your girlfriend on the way out of the door, or losing a game of basketball taking place in sub-zero weather, will deplete the Sanity Meter.

There are six points, 100% (Neutral, because in Fahrenheit nobody is enjoying a moment of their life), then Tense, Anxious, Depressed, Overwrought, and finally Wrecked.

If one of the characters ever “gets rekt” then the game ends. Lucas commits suicide, and the two police officers, Carla and Tyler, resign from the Police Force.

Source: blacknut.net

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Back to the bathroom, it’s amazing how many permutations there are. This scene was the demo for the game so probably got the most amount of attention paid to it, but it’s amazing how a player can intentionally mess up the story to make things harder for themselves.

The general first level moments are Lucas hiding the body, cleaning the blood on the floor, washing his hands, hiding the knife, paying for his meal, and then leaving (via taxi or subway), with a few extras like playing the jukebox or buying condoms in the bathroom (because why not?).

But if the player wants, they can immediately leave the bathroom in a panic, bloody arms on displayed, knocking into the waitress and altering the police officer. The police officer starts moving towards Lucas, and now the only way out is through the backdoor.

If you’re not fast enough to escape, Lucas will be caught and the game ends with an iconic line, “That’s the end of my story…”

Lucas will wax lyrical about him, the place he was in, and how everyone thinks he’s a murderer, before you reload the save. Every time you are in a no-win situation it will start with this same phrase, and will become meme-worthy by the end of a play through.

Of course, successfully escaping the police is a different story due to the controls. The characters work on momentum, so you have to hold the directional stick for a very long time to get the character to move, which in chase sequences or moments of action, makes it agonisingly slow.

At least you think the movement could be solved by camera controls, but since we are going for a “cinematic” game, there is no traditional camera moment.

Instead, the player can switch between different camera angles reminiscent of old Silent Hill or Resident Evil games. The problem is with tank controls, switching the camera may switch the direction of travel and make the character do a complete 180 spin.

After a while you get a general sense of it, learning to quickly flick between cameras until you find the optimal one.

Source: blog.quanticdream.com

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Now that Lucas has escaped the diner, we switch to the other side of the coin, Detective Carla Valenti.

Carla (and partner Tyler Miles) analyse the crime scene and interrogate a witness via a new gameplay mechanic; the dialogue system.

Dialogue trees were nothing new in games, with text-adventures and some RPGs having different dialogues that could be chosen, but having the majority of a game focussed heavily on this one aspect is quite revolutionary for the time.

You have to remember, this game was five to ten years away from the nouveau point-and-click boom that really cemented the concept, with games such as Telltale’s The Walking Dead or ZA/UM’s Disco Elysium.

There is a set path to the dialogue in Fahrenheit, but it isn’t telegraphed, allowing the player to either stumble upon it naturally or make it feel as if the conversations flows that way.

For example, in the Diner when Carla is talking to the off-duty cop that was there, you may talk first about the waitress witness, moving the story forward to the next moment.

But you can also ask about the cop and why he was there, before it segues into conversation of the suspect, to the weapon, and eventually back to the waitress.

And it’s not just conventional optional dialogue, these dialogue trees wind around one another so certain topics will be off-limits if you take a different path. It’s neat and gives a sense of role-playing, acting how you think Carla would talk to people.

The only real downside is how the conversation mechanic works in practice. When a conversation mechanic starts, the game just throws up three or four different topics.

For that first conversation in the diner, the choices are “Martin”, “Suspect”, “Witnesses” and “Victim”, with nothing else to go on about what will be discussed.

On top of that, there is a timer, from anywhere from ten to five seconds, leading some dialogue systems to be a mad scramble to hit which topic you want. I get why there was a timer, so the player isn’t stuck in any down time pondering their choices like in Mass Effect, but does make the moments more tense than it needs to be.

Source: reflectivegamer.wordpress

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If players feel inclined they can switch between Carla and Tyler in the game, but apart from a few bits of dialogue, they play mostly the same.

Having two cops playable is an interesting dynamic, and Carla and Tyler do have good banter and enough of different personalities to work off each other, Carla being the forever-single workaholic and Tyler the more laid-back and in a long-term relationship.

if players does switch to Tyler though, the most generic of RnB Hip-Hop beat begins the play. No other character has an “underscore” theme like this, and it only plays with Tyler. It’s so tonally off and outright racist that I would have to believe someone at Quantic Dream thinks this is great compliment to Tyler.

So the plot continues on these two threads, Lucas trying to figure out what happened to him, and Carla (with sometimes Tyler) trying to identify and catch the killer.

It’s a fascinating double thread, of getting to piece together a story from both sides and on a first play through you will wonder how it will all fit together (oh the sweet innocence of wanting a mystery to be solved!)

Source: amazon.com

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But for a while, the story does actually work.

Carla’s search for answer leads to old case files, a suspicious autopsy and two sequences based on claustrophobia which she suffers from, the first a spooky trip to the police archives (which looks like Arkham Asylum) and then to an actual asylum (where the power goes out, leading to the inmates to chase her through the dark).

Lucas struggles with his guilt in self-destructive and dangerous ways, and begins to have visions (of giant Matrix-green dust mites trying to eat him).

He goes to visit a psychic, a blind wheelchair-bound woman called Agatha, who hypnotises him back to the night of the murder and is honestly one of the best scenes of the entire game.

The scene replays multiple times as Agatha talks Lucas through the scene. She guides him to his table, but he is already gone, inside the bathroom murdering his victim. Lucas starts to panic but Agatha calms him down and it’s genuinely a high point of the voice acting.

We go through the scene again, skewed camera angles, blurred lighting, different vignettes of the scene playing out, is feels much more powerful and yes…”cinematic”.

Source: blog.quanticdream.com

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Despite it being Quantic Dream’s first time at this gameplay style, they nail the aesthetic. And playing this game for the first time as a teenager, that artistic flourish pulled me in.

It’s the little things throughout game like the inventive multiple angle technique, the editing, dual cameras for simultaneous actions, even the main menu saying “New Movie” instead of “New Game”.

And since this was 2005, it was a good few years before Naughty Dog and the entire “cinematic” genre collapsed in on its own smug self-importance, and so Fahrenheit still feels unique, even twenty years on.

Unfortunately the game comes to a complete halt after the the halfway point, right after we get the first face off between Lucas and Carla at his place of work. It’s an interesting moment, playing the fugitive but now having to bluff your way out of all your hard work you’ve done as a police officer.

But Lucas can’t keep the suspicion off him for too long, and soon Carla and Tyler come to Lucas’ apartment to arrest him. He’s not at home, instead with Agatha, but someone has been in his apartment, as blood-red pentagrams and satanic symbols adorn the walls and lit candles cover the floor.

Source: blog.quanticdream.com

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Lucas senses the police presence as he returns home, and gets spotted and arrested on the spot. But this isn’t a game over. It’s the start of the game spiralling into bad movie ripoffs and nonsensical writing.

Ever since the murder Lucas has been experiencing heightened senses; he can hear thoughts, sees visions, and has also discovered his possessed Chi-based martial arts and acrobatics.

So instead of simply being arrested he begins running up walls, throwing Hadoukens at the cops, dodging bullets by leaning out the way, and all-in-all gloriously fucking up the story…which still has another twenty chapters to go!

Any semblance to a gritty crime thriller with a dash of the supernatural has been slam dunked into a bin. Now we have secret societies, Mayan death rituals, stone statues coming to life, the Internet becoming sentient (and taking over Agatha’s body) and Lucas being killed by the Mayans and then revived by the Internet being.

There is hardly any more dialogue sequences, the focus is now on the worst of the gameplay aspects. It’s another QTE variation, using a bizarre sequence of buttons reminiscent of the Simon Says board game.

Eight sets of coloured arrows appear on the screen, mirroring the two analog sticks. When the arrows flash up, the player must move the stick in that direction as fast as possible.

It’s not very intuitive and since they are in the middle of the screen it obscures any action taking place, and is something that Quantic Dream quickly improved and iterated on for the rest of their games.

Source: rollnplay.com

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But back to the tailspin of a story.

The Internet and the Mayans are fighting a secret war, the snow (controlled by the Internet) is about to wipe out the entire world, but there is a secret weapon yet to be used. Lucas has been seeing a little girl during his visions (called the Indigo Child, hence Indigo Prophecy).

The Indigo Child holds the secret to unlimited power and both the Internet and the Mayans want her to help them rule of the world. So Lucas and Carla team up to kidnap the child and take her to a place called “The Chroma”, a secret military base that Lucas grew up on that was studying aliens or something, I wasn’t quite sure.

Since the snow is covering most of the world they have to use a secret underground militia of homeless people to shepherd them across the country…but only before Carla and Lucas put aside their differences and have sex in a disused train compartment.

There are a total of three sex scenes in this game. And one of those is PLAYABLE, with full-on “analog stick” control.

So the plot nonsenses its way to its conclusion, where we learn Lucas was given his Psycho Mantis powers by whatever this Chroma is when he was a baby.

The game rips off The Matrix and Dragonball Z for a final showdown, where either the Mayans, the Internet, or Lucas will hear the Indigo Child reveal her prophecy and we get other a good, bad, or mid ending.

Lucas sits around and monologues on the state of the world and who heard the prophecy, and Carla is revealed to be pregnant with their train compartment sex baby, who will be the next Indigo Child.

And Tyler…where is he? His girlfriend guilt-tripped him into quitting the police force and selling sneakers in Florida six chapters ago. You can intentionally say “No” to leaving with her, but Tyler never appears in the story again either way.

He doesn’t get to join the homeless resistance. He doesn’t get to meet the Indigo Child. He doesn’t even get to have sex in a dirty disused train compartment with a zombified Lucas. He’s just cut from the entire ending, as if he never existed at all.

Source: blog.quanticdream.com

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It might sound like I hate this game. And to be fair, I spent a good amount of the this retrospective tearing into the gameplay and story. But when I think about Fahrenheit, I can’t help but smile.

I think of the opening, the wide-eyed awe I had at the dialogue sequencing, the action, the mood and style of the game. And also part of me loves that it went so far off course yet still tries to take itself seriously.

It’s interesting to see the bones of Quantic Dream’s later games in here. Each chapter you will see a nod to Heavy Rain or Detroit: Become Human, like seeing an early draft that has all the pieces but just slightly misses the mark. And maybe that’s why Fahrenheit isn’t as fondly remembered, when its spiritual sequels do things so much better.

Yet, the game still lives on. For its 10th Anniversary, the game got a quick update by remake titans Aspyr, who cleaned up the textures and gameplay for the PC but was released with little fanfare. Around the same time it was released as backwards compatible on both the PlayStation and Xbox Online Store.

But now, another ten years after that, maybe Fahrenheit will get some of the recognition it deserves. Not only as a fascinating crime mystery (for the first half of its run time), but as a model that hundreds of cinematic games and nouveau point-and-clicks stand on the shoulders of.

It’s adorably weird and wonderful in the way only a pet project from an auteur is, and that’s why it deserves to be remembered.

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Banner Photo Source: blog.quanticdream.com

The Best Levels from the Tomb Raider Series

Two of my top-played games of the last year are Tomb Raider: Remastered I-III and IV-VI.

These are remasters of the first six games in the Tomb Raider series, originally released from 1996 to 2003.

The releases have delighted both longtime fans and newcomers with improved graphics and updated technology, bringing some of Lara’s most iconic moments back into mainstream gaming culture.

Since I finished the remasters, I got curious on following up the later games in the series, and hope soon they are also remastered and packaged just like the rest of the series.

But now after a good few months of my life has been dedicated to Lady Lara Croft, I decided it was time for my rankings of the best levels in each game. The series has designed some great locations over nearly thirty years and so I wanted to celebrate them here today. Let’s start!

Tomb Raider (1996) – St Francis’ Folly

I’m already courting controversy with this pick. It’s widely accepted amongst the TR community and in gaming that the best level of the original game is the third level, “Lost Valley”. It’s the level where Lara comes face-to-face with a T-Rex.

And while yes, it’s quite amazing when the T-Rex theme kicks in and the dinosaur appears out of the pitch-black draw distance, the rest of the level is standard jungle/cave exploring. Instead, my level choice is both iconic and a technical marvel.

“St Francis’ Folly” is the 2nd most-famous level of the first game. A hidden complex underneath a Greek Monastery, “St Francis’ Folly”’s main structure is its high-point (metaphorically and literally); a broken central column where one mis-step will send Lara plummeting to the ground below.

Lara must traverse the central pillar and face devious challenges based on four Greek gods; Atlas, Damocles, Neptune, and Thor (I know none of these are either Greek or technically gods, I’m just going by the game).

Each of these challenges; escaping a boulder, slowly working through a room while swords drop towards you, being pulled down into a bottomless pool of water, and walking under a giant hammer, would have made the level iconic.

But pair all of those with the central column (which you can’t even see the bottom of from the top platform) makes this one of the best levels in the entire series.

Source: oldgames.sk

Tomb Raider II – 40 Fathoms

Again, this will probably raise some eyebrows in the TR community.

TRII has some iconic levels, such as the opening sequence on the Great Wall of China or the final level where Lara seemingly slips into an alternate dimension of floating jade islands, flying statues, and walls of fire.

But for me, “40 Fathoms” is the best due to its starting location. Having stowed away on a bad guy airplane and landing at an oil rig, Lara learns a magical item is lying inside a sunken ship and the bad guys are sending divers down to collect it.

Lara hitches a ride on the outside of the submarine heading to the wreck, but sharks attack the submarine and cause it to crash, leaving Lara alone in the cold and dark water.

That’s where the level starts; The submarine’s lights flicker out and it begins to sink, sharks begin to circle, and Lara’s air supply begins to tick down.

There is a quote from Toby Gard, lead designer of the first Tomb Raider game, about the Neptune trial in “St. Francis’ Folly”.

“The moment you step into [the pool], it would suck you all the way down to the bottom and I wanted to get this feeling of that terror of being deep underwater and knowing you can hardly swim back.” (13:41)

That feeling, that idea, is beautifully replicated here in “40 Fathoms”; it is pure, undiluted terror. The dark void surrounding you, knowing there are monsters out there, your air supply running out, and having no clue where to go…that’s why it’s on the list and why it’s my favourite level in all of Tomb Raider.

Source: YouTube, Buffalo de Bill

Tomb Raider III – Nevada Desert

Okay, this is the first of my level choices that might be more widely accepted.

Actually, there are quite a few levels that might have been in this spot. TRIII has some great levels across four widely different biomes and any of the opening levels to these mini-adventures could have been in this spot.

“Antarctica” is cold and windy, “Jungle” in India feels muddy and damp, “Thames Wharf” in London is dark and rainy, and “Coastal Village” in the South Pacific feels tranquil and isolated. But I decided to go with “Nevada Desert” as my pick because it feels unique to the series.

The landscape is beautifully otherworldly, a mixture of open plains, quicksand, glacial canyons, and rivers, giving Lara the full aspect of climbing, jumping and swimming throughout the level. It feels like a proper extreme sports vibe that Lara would chase after.

Starting with Lara sliding down into the desert basin, the atmosphere is top-notch, giving a great sense of the dry and hot landscape we have to traverse through. Vultures circle ahead and snakes hide in the tall grass, waiting for Lara to stumble close enough to attack. 

And then as we climb to the top of the rock formations, black stealth aircraft begin flying just over Lara’s head, showing us that we are not alone in this supposed wasteland. We soon find a water dam station and high security fences, leading to Lara stealing a quad bike to jump the barbed wire and land in…Area 51 (yeah, that happened).

Let’s not forget Lara’s outfit for the location as well, trading in the classic green top and shorts for a black crop top and baggy blue camo pants, showing how raiding tombs (or breaking into military bases) can still be done with style.

Source: reddit.com

Tomb Raider IV: The Last Revelation – Desert Railroad

The Last Revelation, despite only being set in Egypt, has some excellent locations. Driving a jeep across the desert in “KV5”, climbing up “The Great Pyramid” during the apocalypse, or facing devious traps in “The Tomb of Seth”, The Last Revelation does deliver.

But one level stands out amongst the rest and is truly iconic.

“Desert Railroad” might not feature temples or tombs, but facing bad guys on a moving train is the most cinematic level in all of classic TR. While it’s probably all very simple repeated graphics speeding past or under the train, just the fact we are on a moving object is great.

There isn’t much too the story or gameplay, just Lara needing to traverse over, under, and through the train to reach the back and collect a crowbar, to then go all the way back to the front and unhook the cars behind.

The level is very heavy on combat as bad guys pop out from hidden hatches or jump aboard from jeeps running alongside the train. Combat has never been TR’s strong point, but the spectacle of backflipping while on a speeding train will never get old. You can see where Naughty Dog got their idea for the train level in Uncharted 2.

And the final cherry, seeing Lara get caught under the train with a crunch if she misses a jump…oof it looks painful.

Source: reddit.com

Tomb Raider: Chronicles – Old Mill

Tomb Raider: Chronicles took a different approach to storytelling than the other games, instead treating players to mini-missions throughout Lara’s life.

One section, set on an island off the coast of Ireland, sees teenage Lara sneak aboard a ship belonging to her family friend Father Patrick and comes face to face with the undead and demons that haunt the island.

After passing an undead man hanging from a Gallow’s Tree and being chased by a werewolf through a Labyrinth, Lara then has to save Father Patrick from an undead knight who has been trapped in an Old Mill.

The setting is creepy enough with musical stings and otherworldly sounds. Lara being a teenager means she doesn’t have any of her weapons yet, so combat is non-existent, meaning you have to run away or outwit every creature.

Old Mill has one standout monster, the Sea Hag. Lara is tasked by the knight to stop the water flow of the mill, and so she must journey into the nearby lake. The Sea Hag, like a mermaid without skin, lives in the lake and will attack Lara if she catches her.

Lara has to stealthy swim around the Hag, luring her into a cage so other demons can fish the Hag out of the water, allowing Lara to proceed into the underwater caves.

Outside of the lake there are several nasty traps of water that will pull Lara to her doom, as well as the rickety roof of the mill and surrounding houses, that Lara has to jump between.

It’s really cool to see this little level from such a height and a treat that the original TR theme is slowly interwoven into the music.

Source: Youtube, MBog

Tomb Raider: The Angel of Darkness – Louvre Galleries

The Angel of Darkness turned the series on its head when it was released, playing more into an occult murder mystery than a straight treasure seeking adventure.

While some of its levels were a bit too modern or hi-tech in my view (things like derelict apartment complexes in Paris or a sanitarium filled with monsters), one of Lara’s earlier goals requires breaking in to one of the most guarded buildings in the world; The Louvre Galleries.

The Louvre is such a cool setting for a game and still fits with the general Tomb Raider aesthetic. Lara must slowly work her way through the galleries, stealthily taking out guards and slipping past laser trip wires, even climbing above the Mona Lisa to enter an air vent shaft.

Even from there it’s not smooth sailing for Lara, sneaking through tunnels and eventually outside and scaling the side of the building to reach locked off sections of the museum.

It recalls the style of The Da Vinci Code, of priceless relics giving clues to further adventures, the cunning grave robber effortlessly passing by security hazards to get to their goal. It’s such a standout level, echoed in games such as Uncharted 2, and I’m surprised the series hasn’t tried going back to a museum for a similar mission.

Source: store.epicgames.com

Tomb Raider: Legend – King Arthur’s Tomb?

Tomb Raider: Legend was the first game from Crystal Dynamics, who took over the series after the critical and commercial failure of The Angel of Darkness.

They brought Lara back to the tombs and exotic locales while also updating the controls for the modern day. The level “King Arthur’s Tomb?” Seems to have been designed from the ground up to be THE level to test the player’s mastery over Lara’s acrobatics.

Starting in a novelty King Arthur theme park before making our way underground into a crumbling and flooded tomb, The level focuses on precise jumping, evading, and climbing skills, with breakaway floors, fire pits and hidden blades in walls all waiting for Lara to slip up.

My favourite section is a large stairwell leading down into the tomb, the only issue being the stairs have fallen away to time, leading Lara to have to scale down using the small natural outcroppings in the walls and her handy grapple as a makeshift rope swing, flinging herself from wall to wall in order to not tumble down to the bottom.

After navigating through several flooded chambers (using coffins to float along), Lara is deposited into a giant lake, with a beautiful and towering tomb built for King Arthur. The tomb is not unguarded though, with a giant serpent living below its depths. It can’t be killed by conventional means, so Lara must use the environment to defeat it.

Source: YouTube, steven3517

Tomb Raider: Anniversary – Midas’ Palace

Tomb Raider: Anniversary is a remake of the first Tomb Raider game, updating the levels and visuals to fit with the new gameplay introduced in Legend.

Some levels like “St. Francis’ Folly” have hardly changed a bit, where some like “Tomb of Tihocan” have been radically changed (to the point of being cut). The level here is a bit of both, remaining faithful but adding its own unique twist, and it just so happens to be my favourite.

“Palace Midas” in the original game was a sprawling trek through multiple cave systems and rock formations, finding a palace that had gone through cave-ins and destruction, seeing the few remaining rooms and columns (and only the feet and hand of what would have been an impressive Midas statue).

Anniversary decides to give the players what the palace would have looked like in its time. The opening room is impressive enough with beautiful polished marble, hanging gardens, and small waterways on the balconies above.

The player in Anniversary enters the level through a large set of door at the other end of the main room, framing the complete Midas statue at the other end, allowing its space to dwarf Lara in comparison.

The side rooms, essentially mini-tests of agility and speed have been pushed to the extreme. No longer are they simple platform leaps around spikes or spits of fire, the platforms move up and down and the hazards are numerous.

And since it’s Midas’ Palace, I can’t not mention the optional death where Lara is turned to gold. 

Source: reddit.com

Tomb Raider: Underworld – Bhogovati

Tomb Raider: Underworld still has some of the best looking environments in gaming up to this day.

With locations ranging from hidden temples in both the Mediterranean and Article Sea, overgrown complexes in the Mexico jungle (and having to use a motorbike to quickly move between them), and even a fun delve into the undiscovered caverns of Croft Manor, they are some of my favourites in the entire series.

But “Bhogovati” is one of the highest rated levels in the whole Tomb Raider community. Set in a forgotten temple on the coast of Thailand, the level is a greatest hits of both old and new Tomb Raider.

We start by swimming through crystal clear blue waters of the Andaman Sea to then scaling the rocky cliffs overloaded with vines. Once player reach the top of the cliff, players are greeted with a beautiful sight; an undiscovered temple looming high in the distance, perfectly framed against the sky.

Once inside, the level keeps getting better, with a multilayered puzzle involving two huge statues that Lara must control using levers and pulleys, getting both in the correct position to move forward.

It’s pure and classic Tomb Raider, a perfect blend of platforming, puzzling, and excellent atmosphere.

Source: tombraider.com

Tomb Raider (2013) – Cry for Help/A Road Less Traveled

Tomb Raider (2013) was a major shake up to the Lara Croft formula. Gone was the cool and collected Ms. Croft and instead a younger and naive adventurer on her first of many expeditions.

The level design was also radically changed; instead of individual levels and tombs, now the game was set on one island with Lara being able to go anywhere she wanted.

With this nomination, I’m cheating a little as it is two “missions”, but they lead into each other perfectly.

In “Cry for Help”, Lara is tasked with climbing a radio tower to send a distress signal. It’s a great character moment, of Lara having to stamp down her fear, the wind and snow whipping at her as she climbs higher and higher.

When Lara reaches the top and figures out how to send the signal, a radio message from a search and rescue plane comes through loud and clear. It’s a great moment of tension release, of knowing that help is on the way. The first time I played it, I remember I actually sighed with relief.

As the plane comes in to land, clouds begin to billow and lightning strikes, sending the aircraft plummeting towards Lara. She throws herself down the mountain side as the plane crashes, wings and turbines threatening to crush her.

Once Lara finally escapes from the plane’s downward trajectory, she begins to follow the distress signals of the two pilots through a cliffside village and the level “A Road Less Traveled”.

The setting is perfect for platforming and acrobatics, while also being a cool from a visual standpoint. The wooden houses and huts are attached to the cliff with nothing but a few beams and ropes, small stone pathways jut out from the cliff face like wayward teeth, and war banners (that Lara uses like a trapeze artist) flutter in the breeze.

Tomb Raider (2013) does a great job of making the player feel absolutely isolated in a dangerous world, and “Cry for Help” and “A Road Less Traveled” perfectly illustrates it.

Source: tombraiderhorizons.com

Rise of the Tomb Raider – The Prophet’s Tomb

Rise of the Tomb Raider follows 2013’s level design principle by having only one location for the game, taking place in a magical valley in Siberia.

But the game does feature one extra location for its opening section, “The Prophet’s Tomb” in Syria.

Following clues to an apparent immortal being buried in a hidden oasis, Lara races against nefarious bad guys in order to uncover the secrets of the tomb before they do.

“The Prophet’s Tomb” is like “Bhogovati” before it, a great modern take on classic Tomb Raider. It switches mechanics from platforming and puzzling, juggling quieter tension-building moments with the usual break-neck destructive set-pieces.

The setting is gorgeous; a huge desert mountain gorge lined with Greek columns and marble with the structure slowly deteriorating as both time and Lara make their mark.

Inside the first few ante-rooms are skeletal knights and spike traps. Christian murals cover the walls, telling a story of the Vatican hunting down the same prize Lara is after.

The central burial room is awe-inspiring, with flowing waterfalls and gilded structures, and a puzzle that throws back to the first Tomb Raider with having to flood areas to change the water level to proceed.

It’s a great mini-location and my only wish was that it lasted a bit longer.

Source: ign.com

Shadow of the Tomb Raider – Hunter’s Moon

Shadow of the Tomb Raider sets itself in Peru for the majority of the game. But just like Rise before it, Shadow has a mini-location of its opening, here being Mexico.

And once again I’m choosing one of the opening missions as the best level, because they are excellent updates to classic Tomb Raider.

Starting in the dead of night in Cozumel, a island off the coast of Mexico, Lara is hot on the heels of bad guys who think they know the entrance to a hidden temple.

Following close behind, “Hunter’s Moon” begins with Lara scaling around the rocky cliffs to the secret cave entrance with nothing bull rolling white water below her.

The landscape is awe-inspiring, especially when Lara gets to rappel down from the cliffs, admiring the scenery while being suspended in the air is something I’ll never get tired of.

Once inside the cave, Lara is forced to swim through a flooded cenote. While there are a few pockets of air to help along, there are hazards like eels that wrap themselves around Lara, choking out precious air supply.

The final swim harkens back to the Neptune Room and “40 Fathoms”, as Lara is having to squeeze through rock formations to reach the surface, getting stuck and having to force herself through. I remember I actually held my breath in anxiety until she surfaced.

Climbing out of the water leads straight to the underground temple, and when I say underground temple I mean there is a huge Mayan Pyramid built in the cave system.

The lighting and shadow look amazing here and I love the way puzzles circle the pyramid, getting us closer and closer as we figure out each one. Once there Lara steals the shiny object…and unwittingly sets off the apocalypse, a great inciting incident for the rest of the game.

It’s quintessential Tomb Raider, and that’s why it completes the list of the best levels in the Tomb Raider series.

Source: polygon.com

Photo Banner Source: tombraider.com

Assassin’s Creed: Liberation – Discovering a Classic

I’ve just finished playing Assassin’s Creed: Liberation, originally a PlayStation Vita exclusive, now bundled with the recent Assassin’s Creed III remaster.

It feels refreshing and fun to go back to a game that uses the old AC formula, but with a new location, story and character.

And even after a short time playing it, Liberation is probably one of my favourite AC games, easily passing III and Black Flag in my ranking of the series.

So I thought a little breakdown of what I loved about it, and hoped to spread the good word to some AC fans that may want to return to something with a classic feel.

Ragin’ Cajun: Why I love Assassin’s Creed: Liberation

  1. Scope

As mentioned previously, AC: Liberation was originally released on the PS Vita in 2012, to tie-in with the mainline entry ACIII. With the smaller hardware, reductions were needed to be made, but every change seems to benefit the game.

Instead of an intensely expansive world, Ubiosft Sofia (creators of the Prince of Persia HD release as well as the AC spinoff, Rogue) decided to keep things small and contained.

New Orleans and the Bayou, the two main areas of the game, are comparable to AC2’s Florence or Venice than the sprawling maps in ACIII (here is a forum thread of players calculating the size of the cities).

Smaller design leads to more intimate and detailed sections of the map, and allows players to get quickly attuned to their surroundings.

The churches of New Orleans, with their towering spires, become waypoints, allowing players to orient themselves to the location without having to pull the map out every few seconds.

It’s similar to the original Assassin’s Creed in that regard; a small contained map with distinct areas and easily identifiable landmarks. It helps the city feel rich and unique, directly because it is smaller.

This direction of scope is even found in the story and characters. While ACIII spends almost five whole sequences setting up the tragic backstory and family dynamic of its lead, Liberation does it in less than thirty seconds, with only around ten lines of dialogue.

It’s a masterstroke of character and lore-building and gets you right into the story. So let’s talk about that next.

Despite its smaller scale, New Orleans feels as detailed, polished, and “living” as later games in the series. (Source: ign.com)

2. The Story

Written by veteran narrative designers Richard Faresee (who worked on Revelations and III) and Jill Murray (who worked on Black Flag, its expansion Freedom Cry, and recently Shadow of the Tomb Raider), Liberation is one of the more unique narratives of the AC franchise, with it winning the Writer’s Guild of America Award for game writing for 2012.

After the Ezio Trilogy, Assassin’s Creed started to play with the formula for its stories. During AC2, Brotherhood and Revelations, the Templars were moustache-twirling bad guys worthy of a Saturday morning cartoon.

From ACIII to Unity, the mood shifted to portraying the Templars and Assassins as two side of the same coin, with more in common than what separates them.

Liberation follows this theme, but takes it even further, having a fun meta narrative within the story.  Liberation is in fact a game created by Abstergo Entertainment, a video game branch of the Templar company, wanting to push their propaganda onto the public.

Your game signal is ‘hacked’ by an Assassin, who tells you the Templars are hiding the truth. The Templars doctor the events to suit their purposes, so you have to hunt down a ‘glitch’ known as ‘Citizen E’, who then reveals the truth behind each edited scene.

It’s a cool idea, echoing the interrogations and glitches from the first Assassin’s Creed, of a world beyond the one we are perceiving, of secrets and subterfuge that some of the other games have lacked (looking at you, Unity, where nearly every NPC knew who the Assassins were).

The ‘Citizen E’ missions add an air of mystery and suspicion to the narrative, making the player question Aveline, her allies, and her enemies. (Source: assassinscreedwiki.com)

The “Full Synchronisation” elements (where players can complete extra challenges during missions) are well thought out and aren’t just added difficulty. Ever since the concept was introduced in Brotherhood, I’ve felt that this was the most ‘game-y’ aspect of the series and didn’t  fit either with the mission or the previous freedom of gameplay choice.

Here the Full Syncs add to the narrative, giving hints to the main character, Aveline’s, backstory. For example, the first assassination of the game (and possibly Aveline’s first assassination) isn’t with a hidden blade but with a musket stolen from an enemy.

It’s such a small detail but adds a ton of information to Aveline’s first recorded kill just by what weapon was used.

The story, like all ACs, twists and turns, threading the role of women, race, and indigenous people, something powerful and note-worthy in a major franchise like AC.

Another franchise staple, the First Civilisation, is present, but it isn’t treated with the same world-shattering aspects like previous games.

It’s a small thing in the grand scheme of the game (and has a nice twist at the end), so I’m happy that this series thread is kept to the background.

Liberation takes short detours to Chitzen Itza and Mexico, adding First Civilization temples and items, and uses them as standout platforming sequences (Source: assassinscreed.fandom.com)

But the high point of the story is it never loses sight of its lead. The story is squarely on the Assassin, Aveline de Grandpré. We see her triumphs and defeats, and turning from naive freedom fighter, into stalwart Assassin, and finally someone who can see from all sides, and carves out a path of her own. 

Speaking of which…

3. Aveline

Aveline is such a cool character. While it would take another three years until a female protagonist became a lead character (Evie Frye sharing with her brother Jacob in Syndicate), Aveline is no slouch when it comes to characterisation.

Aveline is constantly torn between two worlds, playing all sides, creating an interesting dynamic not only in story but also gameplay.

The most on-the-nose is her status in New Orleans. Born to a white wealthy merchant and a slave mother, Aveline has known both the stuffy aristocratic life afforded to her by her father, but also the hardships of slave life, even having nightmares of being snatched with her mother by traders right off the street.

Throughout the game Aveline switches outfits, from her Assassin ‘robes’ to ball gowns to slave attire, each one with their own abilities and quirks.

Her Assassin outfit is the one suited for combat, allowing for all her weapons and tactics, and also shows some cool details on her personality. For instance, instead of the trademark hood, Aveline uses a tricorn hat, allowing her braided hair to flow freely.

It’s a small detail but something that gives her an edge, of defining herself by her own skills and attire, not standing by the tradition of the Assassins.

When in her ‘lady’ outfit, Aveline can ‘charm’ guards away from their post and has lower notoriety, but is only limited to her hidden blade and can’t freerun.

When dressed as a slave, Aveline also only has her hidden blade, but can blend with other slaves and free-run, while gaining higher notoriety when doing ‘high profile’ actions.

While incredibly gendered, it adds a small layer of choice and tactics to the game, using Aveline’s duality as part of gameplay, with Aveline even altering her speech when wearing different outfits. It’s a great mechanical example of one of the tenets of the creed, “hide in plain sight”.

Aveline uses a variety of disguises to achieve her goals. I love this aspect and wish it would make a return in the series. (Source: siliconera.com)

Storywise, Aveline’s status as an Assassin also rides the dual aspect. Neither her father or mother are Assassins, a far cry from the rest of the series where it is usually a family tradition.

She may be inexperienced, but Aveline has already earned her hidden blades, allowing the narrative to skip the ‘origin’ story and get right into the main events without showing us her discovering the Brotherhood.

The only person who ‘knows’ about her rooftop exploits is Gérald, an employee of Aveline’s father, who holds down Aveline’s base of operations in New Orleans. Gérald gives Aveline information and equipment and knows of the Assassin/Templar conflict, but he is not immersed in the Assassin life.

Aveline is alone in her pursuit, not chasing down her family’s murderers or looking to gain back her family’s honour like other AC leads, but just watching over New Orleans, leaving only when needs must.

She helps free slaves and guides them to the bayou, she disrupts over-zealous colonial rulers and greedy merchants, and kills any Templar that sets foot in her town.

Late in the game Aveline leaves New Orleans for Boston to hunt down a spy and enlists Connor Kenway’s aid. They fight side-by-side in a knockout cameo sequence (Source: assassinscreed.wikia.com)

Aveline’s actions sometimes bring her into conflict with her mentor as she goes against Assassin dogma, not in a ‘trying-to-be-edgy/I-don’t-play-by-the-rules’ way, but as Aveline’s internal struggle with the tenets of the Creed and wanting to act.

It’s such a departure from the rest of the series, but every other attempt at ideas like this in later games has come across as being contrarian for the sake of it (mostly in AC: Unity).

While Aveline is cool and calm under pressure, smart and resourceful, she isn’t afraid to lose her temper or her composure.

There are several stand-out scenes near the end of the game which top any other moment in the series with their levels of emotion, pathos, and engagement.

One other major section that helps build Aveline’s character is…

4. The Combat

Liberation uses the same combat as ACIII and Black Flag, but has its own quirks that for me add to Aveline’s characterisation and to the game as a whole.

Aveline has the regular assortment of swords, daggers, hidden blades, and accessories, but the animations and their usage are so powerful.

Take the sword for instance. While other Assassins are usually hacking and slashing (such as Connor), Aveline’s sword-work is based more on cut and thrusts, disengages and parries.

It’s more intricate and indicates some formal training, indicative of her childhood in one of the more affluent families of New Orleans.

Her short blade is at the complete opposite end of the social scale. In the first mission of the game Aveline frees a slave and then fights off the enraged owner with his own sugarcane machete.

In another slave encampment, she wrestles away a slaver’s whip before turning it on him, and uses it to hang her enemies from tree branches.

It’s a powerful image of a young black woman using the tools of her oppressors against them, similar to Lincoln Clay’s rampages in Mafia III, a game which similarly stars a bi-racial main character fighting against the systemic racial prejudice of the time, also set in Louisiana.

Aveline strangling an enemy with her whip, getting ready to equip her machete to deliver the killing blow (Source: gamerstemple.net)

In the same camp where Aveline gains the whip, she builds her own hidden blades. Pickpocketing materials from around the camp; a small plank of wood here, a kitchen knife there, and finally a few soldier’s belts, Aveline lashes them all together to re-arm herself.

It’s a cool moment after a long section of having to work around enemies rather than face them head-on, now being able to break free and take on the rulers of the camp.

For many missions Aveline has to use her fists, which adds another layer to her characterisation. It’s mentioned in dialogue and appears in-game when she wears the slave disguise, Aveline is attacked by thugs that roam New Orleans.

In direct opposition to her bladework, Aveline’s hand-to-hand combat is brutal and lacks formal training. She swings wide haymakers, incorporates stomps and flying knees, it is the exact type of combat I would expect someone who had to fend for themselves on the street would have. 

And since the game is based off the updated ACIII engine, there is less of the stop/start counter combat from the earlier AC games.

Aveline has all the tools of the trade at her disposal and can easily go toe-to-toe with any Templar that gets in her way. (Source: spieltipps.de)

Conclusion

I did’t have much hope for Liberation when I first booted it up.

I wasn’t a major fan of either ACIII or Black Flag when I first played them, only really feeling the series had won me back when I played Syndicate.

And as the game was a PlayStation Vita exclusive when it first came out, it gave the impression Liberation was an also-ran, a stop-gap that played safe and didn’t offer anything of value.

But I gave it a chance and found myself relaxing into it, feeling comfortable in my controls and abilities, challenged by new locales and events and spirited away by an unspoiled story, but having a sense of familiarity, old yet new.

It’s been almost five years since AC has leapt from action-adventure to the RPG crowd, and I don’t fault it. Sale numbers and audience reception to Origins, Odyssey and Valhalla have been phenomenal.

But if you a looking for a change of pace, a palette cleanser between the big, bombastic games, something that tells a small story in a larger frame, or is just a nice reminder of a time and gameplay styling that has been absent, then AC Liberation might just be right for you.

It’s been a pleasure to play as Aveline, and my only wish is that I wanted more.

Banner Photo Source: gamestar.de