
Indigo Prophecy is a movie-like game in which the player gets to be one of four
characters in a pretty unique and mysterious plot.
The realism (and likewise, surrealism) is fairly innovative for a 2005 computer
game.

The cinematic qualities of the game include an interactive narrative that only
deviates slightly from the more traditional linear story lines common in games.
However, it creates the effect of a level of personification quite uncommon in games.

Although the mood-meter of the character is not crucial to game play, it is crucial
to player involvement. As one plays, one continually seeks ways to maintain a
"good mood" amidst a series of dark experiences and bleak environments created
by the game's designers.

The game includes many uniqee features that give the player a sense that the game
would not "happen" without them. This role playing is evidence of Indigo Prophecy's
predecessors, Adventure, Zelda, and King's quest but unlike these older games, Indigo
Prophecy uses time constraints to add yet another layer or realism to the game play.
There are moments in the game where the player is responsible for exploring his world
in a mundane, virtual fashion, such as checking email messages, cleaning his room,
and listening to music. Kissing one's spouse goodbye, playing basketball, and
feeding one's self or drinking beverages are other mundane but crucial parts of
everyday life.

The game creators use quite a bit of foreshadowing, although, for the first few hours of
play, it is overwhelming, unnecessary, and distracting. There is something deep and
sinister going on, but the player does not know exactly what it is or who to trust. In a
film, this effect of suspense and suspicion would be captivating, but in a computer
game it is simply "fluff."

Though different paths are offered and "bad" choices can be made, thus prohibiting the
player from "winning" or feeling as if he is on the "right" path, there cannot be complete
openendedness in the game. The possibilities are not infinite nor are they so different
from one another. The creators were successful in allowing more non-traditional
choices. Most games which offer a right way and wrong way, forcing players who travel
down the wrong path to either repeat their steps or miss out on something only to later
realize it was crucial for beating the game. This game removes that pressure with
another one: that if the wisest choice is not made quickly, the remaining choices
thereafter will be significantly limited. As I found out from playing the game, making
wise choices quickly is quite difficult.

Overall, I was quite impressed with the game. I am currently looking for a version that
works with my console. I would definitely like to play another game like it, though
the characters and story (murder/detective/religious/existentialist themes) are not of
particular interest to me.