Fahrenheit heralds the renaissance in adventure games. The puzzles are logical and use common sense. The cinematic feeling, excellent voice acting, gripping action sequences and excellent audiovisual elements complement the tightly woven plot. The story and scene's change according to the players choices and actions, which has often been talked about, but rarely implemented as well as in Fahrenheit. The game proves that adventure games are not dead, they just needed to find a way to adjust. [Sept 2005, p.52]
Those who won't look at a game unless it's got big guns and lots of mindless goons to destroy will likely detest Fahrenheit and wonder what the fuss is all about; however those who'd like to glimpse how videogames can become an effective means to telling stories and interacting with them will find one of the surprising contenders for Game of the Year.
There are certainly some good ideas here, but its attempts at cinematic effect undermine themselves through sheer repetition, while the story goes from creepy cool to Fox Kids' Club silly faster than you can say "WTF."
Summary(Also known as "Fahrenheit") New York, January 2009. For no apparent reason, ordinary people are killing total strangers in public places. Although there is no link between the murderers, they all seem to respect exactly the same ritual and pattern. Lucas Kane becomes another of these murderers when he kills a stranger in the men's room...