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NightNord

NightNord

I knew that Ross will hate the room scene

A bit of trivia about Farenheit and Quantic Dreams in general

  1. They are the guys that popularized if not invented QTE. So if you hate QTE, you know who to blame
    1. Their later games are a bit lighter on QTEs (mostly reserved to action scenes) and more about dialogue choices, but that's still a staple of the genre
       
  2. They basically invented the "interactive movie" genre
    1. Telltale adventures are heavily inspired by Quantic Dreams. So you can blame them for that sub-genre of adventure games as well
       
    2. The Supermassive Games titles are also heavily inspired by Quantic Dreams, especially the part where the story doesn't matter (the focus is the intercharacter drama) and which-of-your-own-legs-you-want-to-cut-off style of choices
       
  3. The official genre of Farenheit is the "interactive movie", so it's not really meant to be non-linear (the choices are more like "fail/succeed" and, in case of Farenheit, if you succeed you get a bit more information/plot development)
     
    1. Heavy Rain is a bit more non-linear, but mostly in terms of which characters are going to die (which is what the Supermassive Games are really based on)
       
    2. Interestingly enough, QD are also managed to get closest to the true branching story in Detroit: Become Human. Even though it still has a set of fixed events/scenes, in each playthrough you will only see a 30-50% of them and the shared scenes that happen in every playthrough may have different characters with different roles (sometimes opposing)

      Before Detroit the official idea for choices is that you are NOT supposed to replay or reload the game and supposed to just live with the consequences of your choices

      In Detroit they changed to formula to showing you the potential story tree with your choices highlighted and explained and other branches left dark/unspecified, but still visible. And the idea is that you are supposed to play through multiple times to get all the variations. But most people still don't do that and only ever see a third of content (which is why most companies don't do that)
       
    3. The idea that you should always be able to progress at least somehow even if you fail everything is at the core of many games, including most RPGs. JRPGs - like Mass Effect or Final Fantasy - do this more directly by simply routing all your choices into the same consequence. Like Farenheit does. CRPGs - like Neverwinter Nights, Baldur's Gate, Ultima, etc - do this indirectly by providing layers of mechanics and content to make sure you can come out of any situation.

      That style of storytelling really predates Farenheit and mostly stems from the fact that most people don't replay the game and people choices are usually normally distributed around "safe" choices. So anything stemming away from those choices is effectively making content that only a tiny portion of the playerbase will ever see - diminishing returns
       
  4. The weakest/usually criticized point of all QD games is writing. Because it's heavily influenced by David Cage, who is a director and not a writer. Although after Farenheit they went to more mundane things, it is still more about spectacle and drama than about actual substance. For instance, Detroit is a great game with a great setting and engaging story as long as you are not digging too much into it. If you will, the seams and the writer hand/intent is way too obvious
     
    1. That said, the story of Farenheit was heavily cut due to budget constraints. This explains some of the jagged narattive and rapid spiraling into supermen movie stuff
       
    2. The floating combat is not a stylistic choice, but a technical limitation. The synchronized animation is notoriously hard and it was just too janky with the tech they had to work with. This is also the reason for some over-the-top action scenes - it was just cheaper to do it that way
       
    3. Temperature in Celsius and other oddities with locations like desert vs NY (and many other stuff really) - that's because the studio is French. The only reason why this game set in the USA is the same as with many other European-made games at the time. The main market was USA and the idea was that unless you make the game set in USA the americans won't buy it
       
  5. Both Detroit and Heavy Rain were originally PS exclusives because of the deal with Sony. After Detroit success they managed to get out of the deal and release both to PC. The deal with Sony is also why Heavy Rain switched the platform abruptly. Those games are extremely expensive and long to make and both Farenheit and Heavy Rain were not super successful, so they had to rely on the publisher. The Detroit was super successful which allowed them to get off the hook
     
  6. There is no Dimension X. The starting set is just the ending set without the background. The background (the lush nature, the hobo camp, the appartment) is set based on the ending. The bugs and other stuff are just nightmares sent by the Oracle to kill you indirectly/by sleepwalking (the nightmares can't kill you) - if you fail the room scene, you'll end up hanging from the balcony and will be saved by your brother
NightNord

NightNord

I knew that Ross will hate the room scene

A bit of trivia about Farenheit and Quantic Dreams in general

  1. They are the guys that popularized if not invented QTE. So if you hate QTE, you know who to blame
    1. Their later games are a bit lighter on QTEs (mostly reserved to action scenes) and more about dialogue choices, but that's still a staple of the genre
       
  2. They also basically invented the genre of interactive movies
    1. Telltale adventures are heavily inspired by Quantic Dreams. So you can blame them for that sub-genre of adventure games as well
       
    2. Supermassive Games titles are also heavily inspired by Quantic Dreams, especially the part where the story doesn't matter (the focus is the intercharacter drama) and which-of-your-own-legs-you-want-to-cut-off style of choices. Those games are especially awful in that regard, but that's probably not the QD fault
       
  3. The official genre of Farenheit is the "interactive movie", so it's not really meant to be non-linear (the choices are more like "fail/succeed" and, in case of Farenheit, if you succeed you get a bit more information/plot development)
     
    1. Heavy Rain is a bit more non-linear, but mostly in terms of which characters are going to die
       
    2. Interestingly enough, QD are also managed to get closest to the true branching story in Detroit: Become Human. Even though it still has a set of fixed events/scenes, in each playthrough you will only see a 30-50% of them and the shared scenes that happen in every playthrough may have different characters with different roles (sometimes opposing)

      Before Detroit the official idea for choices is that you are NOT supposed to replay or reload the game and supposed to just live with the consequences of your choices

      In Detroit they changed to formula to showing you the potential story tree with your choices highlighted and explained and other branches left dark/unspecified, but still visible. And the idea is that you are supposed to play through multiple times to get all the variations. But most people still don't do that and only ever see a third of content (which is why most companies don't do that)
       
    3. The idea that you should always be able to progress at least somehow even if you fail everything is at the core of many games, including most RPGs. JRPGs - like Mass Effect or Final Fantasy - do this more directly by simply routing all your choices into the same consequence. Like Farenheit does. CRPGs - like Neverwinter Nights, Baldur's Gate, Ultima, etc - do this indirectly by providing layers of mechanics and content to make sure you can come out of any situation. So that style of storytelling really predates Farenheit and mostly stems from the fact that most people don't replay the game and people choices are usually normally distributed around "safe" choices. So anything stemming away from those choices is effectively making content that only a tiny portion of the playerbase will ever see - diminishing returns
       
  4. The weakest/usually criticized point of all QD games is writing. Because it's heavily influenced by David Cage, who is a director and not a writer. Although after Farenheit they went to more mundane things, it is still more about spectacle and drama than about actual substance. For instance, Detroit is a great game with a great setting and engaging story as long as you are not digging too much into it. If you will, the seams and the writer hand/intent is way too obvious
     
    1. That said, the story of Farenheit was heavily cut due to budget constraints. This explains some of the jagged narattive and rapid spiraling into supermen movie stuff
       
    2. The floating combat is not a stylistic choice, but a technical limitation. Synchronized animation is notoriously hard and it was just too janky with the tech they had to work with. This is also the reason for some over-the-top scenes - it was just cheaper to do it that way
       
    3. Temperature in Celsius and other oddities with locations like desert vs NY (and many other stuff really) - that's because the studio is French. The only reason why this game happens in the USA is the same is many other European-made games at the time. The main market was USA and the idea was that unless you make the game set in USA the americans won't buy it
       
  5. Both Detroit and Heavy Rain were originally PS exclusives because of the deal with Sony. After Detroit success they managed to get out of the deal and release both to PC. The deal with Sony is also why Heavy Rain switched the platform abruptly. Those games are extremely expensive and long to make and both Farenheit and Heavy Rain were not super successful, so they had to rely on the publisher. The Detroit was super successful which allowed them to get off the hook
     
  6. There is no Dimension X. The starting set is just the ending set without the background. The background (the lush nature, the hobo camp, the appartment) is set based on the ending. The bugs and other stuff are just nightmares sent by the Oracle to kill you indirectly/by sleepwalking (the nightmares can't kill you) - if you fail the room scene, you'll end up hanging from the balcony and will be saved by your brother.
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