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Indigo Prophecy (XBOX)

October 12, 2005 By D. Riley

Choice in videogames is a hinky thing.

In Deus Ex your decisions at an early point in the game determine whether or not your brother dies. The player is faced with this situation: the door to Paul Denton's seedy Hell's Kitchen apartment will explode in just a few moments, prompting your character's first encounter with the notorious Men in Black. Fleeing the firefight through an apartment window dooms your sibling, while rushing to meet your foes head-on gives him a chance to escape and fight another day. This choice is not immediately evident, so it came as quite a surprise to me while reading up on the game online. I rushed back to the title, playing through it as quickly as I could to get to the branching point. Deus Ex was not a particularly short game and Mr. Denton doesn't have his vital coin flipped until a few hours in. What's more, it's not until a bit later that the consequences of your choice become apparent.

At that time I was a little distressed to see the outcome. Rescuing your brother from certain demise accomplishes little else than a 30 second speech, and that's the extent of your "choice" in Deus Ex. The rest of the game plays as if good old Paul was pushing up daisies in some Federal cemetery.

I'm Lucas Kane. Today is going to be the worst day of my life.
Hey, it worked for Twenty Four...

Indigo Prophecy also promises choice. It's the hallmark that the game was built on. In a diner, located in a very different New York City than Deus Ex's, you assume control of Lucas Kane moments after he has been forced to commit a brutal murder via the hypnotic meddling of an unknown source. Lucas is scared, erratic. The player then takes control, with Lucas fretting over the awful situation he's found himself in. Covered in blood, body on the floor, restroom in disarray... Lucas has to get out of there by whatever means necessary.

It's here that the illusion of choice begins. Do you mop up the blood? Do you wash your hands? Dashing out of the bathroom in a hurry accomplishes little more than imprinting your face on multiple witnesses as you burst into the night through the emergency exit. On the other hand, the quick-yet-fastidious player will have time to wash his face, conceal his self-inflicted wounds, and pay his cheque before disappearing from the scene of the crime. Even out on the snow-driven streets of New York City you're given a choice. Do you take the subway or the taxi cab? The seasoned player knows the choice is obvious. Take the subway: there's nobody to tell the cops where you went.

But you'll note I said the illusion of choice. Hallmark or not, there is very little actual free will in Indigo prophecy. There's the route that gets you more information and more scenes, or the route that doesn't. The curious, click-happy player will find just about everything worth finding and the careless slob that barrels through the game without pausing to sip on milk or wash his clothes will miss out on key moments.

In the end it doesn't matter, the detectives will find Lucas, Lucas will uncover the great conspiracy, and the player will have his choice of three endings that are all easily accessible from the last scene no matter what path is taken through the game. Choice, as the attentive player will realize, has much less to do with Indigo Prophecy than its creator David Cage would have you believe.

Even if the choices don't have the weighty bulk that one might hope, the system is still leaps and bounds ahead of the rest of the players in the field. Some months ago Mr. Turner linked the 'game' Facade, which offered a chance to assume the role of the mitigating friend in a marital dispute. You could reminisce over old times, drink wine, even choose your gender! At the end of the game you could reunite the star-crossed lovers or send one storming out into the night. But, due to the game's cumbersome parser, most attempts just ended with the player getting ejected out of the apartment by an overbearing husband.

Indigo Prophecy has no such illusions of grandeur. The game is much more accessible. While this can sound like a detriment, it's anything but. While playing the game the system is almost invisible. People cried when Kings Quest V or Space Quest IV had clicky hand icons instead of a text-based input... but really, what does that give you the option of? There's equal amount of user input in Indigo Prophecy with the simple use of the analogs as there were in the ten plus adventure games Sierra put out in the late 80s. The action of using a mop is transparent, a simple twitch back and forth of the right stick. Most players will enjoy this. Avoiding bulky command systems allows you to immerse yourself in the moment instead of having to remember the X+Y+A+R combination for the "special mop clean-up maneuver".

It's the 1980s game of light and memorization!

Action scenes take a similar slant, asking the character to hit the analog sticks in cardinal directions according to little panels that appear on the screen, reminiscent of the "board game" Simon. It's a good way to drop you into the energy of the scene, and placing the panels in the center of the screen allows the player to recognize the button inputs without missing a significant amount of the actions those buttons elicit from the characters. Aside from two mandatory stealth sequences the input is generally forgiving, and for the few moments during the endgame when it gets to be a pain it's easy enough to drop the difficulty down from the main menu.

You won't feel bad doing this, because Indigo Prophecy isn't a game about action and quick button presses. It's a thriller! It's a murder mystery! It's a conspiracy theorist's dream!

The game starts strong with positively superb voice acting, considering its medium. Lucas's tension is palpable in the restaurant and, despite some poor dialogue choices for Tyler, the black cop who "grew up in the hood", the detectives act a lot like how you'd expect them to act were they called out to a run-down diner in the middle of the night. The voice acting on the three main characters is generally pretty good, even if poor Tyler has to drop some of the lamest lines in recorded gaming history (often accompanied by a swagger and funk music). A good majority of the supporting cast is easy on the ears as well. The character models could use a serious overhaul, often making the player lose track of the issue at hand in some of the more emotional scenes of the game, but they're not below par by any means. The problem is that David Cage is trying to elicit more from his characters than their lackluster polygons can produce. In close-ups models sometimes move like awkward ragdolls, and the mere act of stroking someone's face looks more like caressing them with a hunk of dead tuna than anything resembling a hand.

For the majority of the game the story is no slouch either. You'll want to be enraptured by it. I'm an easy sell when the words "detectives" come up, but the game does such a good job with making Lucas empathetic it's hard not to want to aid him in his plight. If you're anything like me you'll rush through the scenes with detectives Carla and Tyler in order to get back to playing Lucas and unraveling more of the mystery. You might even find yourself purposely leading the detectives astray in order to buy Lucas more time in his search. Of course, as we've discussed, you'll eventually figure out that your efforts were for naught (bits of essential evidences are collected whether you like it or not), but it's a good way of sublimating the urge to be in control.

It's not until the final hour of the game that the exquisitely wound story unravels, but when it unravels it does it like a pro. While in the 11th hour of Indigo Prophecy you'll wonder if David Cage forgot what game he was making. Even the illusion of choice goes out the window as the player is railroaded down one specific path towards Lucas's inevitable destination. To add insult to injury, the path Lucas chooses is fraught with inconsistencies and melodrama. The first six hours of the game takes place over a course of a few days, then a month passes without a single scene inbetween. It's very easy to miss the date stamp, which will cause the player to balk at how fast a love affair develops... one that leads to the the oft-mentioned sexual encounter that was cut out of the American release of the game.

Unfortunately, Basketball in sub-zero weather is one of the game's more forgivable continuity woes..

Frankly, if the uncensored version contains the same awkward motions and herky-jerky caresses of the rest of the game, I don't think we're missing out on anything.

It only spirals further down. The last moment reveals of certain antagonistic characters is outright laughable. There are no words to describe it; the final plot twists just have to be seen to be believed. What's more, the careful crafted dialogue moments start to fall apart in the last minutes, and you may hear Lucas referencing characters that have never gotten a single mention before. The carefully crafted story that's been woven throughout 90% of the game falls apart in its final moments in what I can only imagine is a dastardly attempt to ruin the positive experience you've built up.

So it turns out the player has a choice after all. The specter of choice is deeper than Deus Ex's fraternal dilemma, but the results are generally the same. Indigo Prophecy is a game that will give you five or six hours of exquisite mystery for a mere trade-off of just 60 minutes of head-rubbing crap. Indigo Prophecy makes leaps and bounds towards the marriage of cinematography and games, but unless you're a die-hard fan it probably isn't worth your hard earned dinars. All the same, at six or seven hours the game makes for a very solid rental that you can finish in a weekend. It's short, but mostly sweet. I don't feel bad dropping $40 on it if it gives David Cage the chance to make a better one next time.

But if he could exercise HIS choice for just a moment, maybe he'll end the next game an hour earlier.

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#1 Glenn Turner Oct 13, 2005 02:40am

Quote:
You might even find yourself purposely leading the detectives astray in order to buy Lucas more time in his search

This alone would have been brilliant, if Cage had adequately been able to exploit it. The fact that you have three characters, all who (should) have separate goals that intertwine and depend on the actions of each other could have been a much more interesting ethical barometer than Fable (or just a more interesting story). But sadly no, Cage just inserts another snippet of him conquering the world through his epic Omikron trilogy or some other self-congratulatory claptrap. Give me a break.

I'm surprised you didn't mention the stealth sequences ...boy oh boy. Frustrating. Just really poorly played out. And actually, I think Cage could learn a few things from Metal Gear Solid 3, in particular how to integrate gameplay into cinematics in a way that gets the gamer playing, and also manages to flesh out the character at the same time. I didn't loathe the 'Simon' interface but I think they could have found a more elegant and eloquent solution.

This is going to seem like a really small quibble but it's one I've been having with a series of games recently: just because you can vibrate the controller doesn't mean you have to do it at every opportunity. Seriously. I half expected to have the controller rumble with each gulp of milk Lucas drank. Good rumble done effectively can complement the experience effectively (the health-heartbeat in Silent Hill for one) but overdone like in Indigo it's just campy and makes me want to turn off vibration. But who knows if later on it'll actually aid the gameplay??

Quote:
It's not until the final hour of the game that the exquisitely wound story unravels, but when it unravels it does it like a pro. While in the 11th hour of Indigo Prophecy you'll wonder if David Cage forgot what game he was making.

Word. Nothing prepared me for the end. Nothing. I had heard it was awful from you guys prior but ... wow. It's as if the script tried to self-destruct. Worse than laughably bad, the writing in the final act singlehandedly destroyed any goodwill I had towards the game. Utter trash. What was Cage thinking?

It really is a shame, as the beginning sets the game up so well. There's so much potential that it's just sad that the detectives really are just padding to Kane's story, which at first is honestly intriguing and compelling, even if it's mostly just your standard fugitive tale. Oh, and the camera and reframing also slightly redeems the title in my eyes: some really well executed work there, as the camera keeps moving and the reframing really aids the suspense as well as effectively conveying the information you need to make it through your objectives. Inspired work there, I just wish he had been able to followthrough with the rest.

P.S. I too am glad we didn't have to see any more of the awkward and poorly implemented 'passion' than we were forced to endure. Talk about a tacked on romantic 'sub-plot'!

#2 D. Riley Oct 13, 2005 09:18am

G. Turner wrote:
This alone would have been brilliant, if Cage had adequately been able to exploit it. The fact that you have three characters, all who (should) have separate goals that intertwine and depend on the actions of each other could have been a much more interesting ethical barometer than Fable (or just a more interesting story). But sadly no, Cage just inserts another snippet of him conquering the world through his epic Omikron trilogy or some other self-congratulatory claptrap. Give me a break.

By the same token, Tyler's 54,000 references to videogames, playing videogames, loving videogames, owning toys of videogame characters and police work being LIKE a videogame wore are a little thin on me.

Quote:
I'm surprised you didn't mention the stealth sequences ...boy oh boy. Frustrating.

But I did mention the stealth sequences! Though not in great detail. They weren't that bad for me, retarded as they were. I'm good at adapting to crappy videogame mechanics.

Quote:
This is going to seem like a really small quibble but it's one I've been having with a series of games recently: just because you can vibrate the controller doesn't mean you have to do it at every opportunity. Seriously. I half expected to have the controller rumble with each gulp of milk Lucas drank. Good rumble done effectively can complement the experience effectively (the health-heartbeat in Silent Hill for one) but overdone like in Indigo it's just campy and makes me want to turn off vibration. But who knows if later on it'll actually aid the gameplay??

I HATE vibration in games across the board. I think it's the dumbest concept. Whether this is because it's implemented so poorly in current games or not, I guess I'll never know... because I turn the vibrate feature off immediately when starting a new game. Annoys the hell out of me.

Quote:
Word. Nothing prepared me for the end. Nothing. I had heard it was awful from you guys prior but ... wow. It's as if the script tried to self-destruct. Worse than laughably bad, the writing in the final act singlehandedly destroyed any goodwill I had towards the game. Utter trash. What was Cage thinking?

This game executes probably the worst (and fastest) swan dive into crap that I have ever experienced in a videogame. At least Devil May Cry's biplane sequence only took up the last two minutes of the game. Everything post-rollercoaster scene in Indigo Prophecy might as well just not be played. It's all worthless.

Quote:
It really is a shame, as the beginning sets the game up so well. There's so much potential that it's just sad that the detectives really are just padding to Kane's story, which at first is honestly intriguing and compelling, even if it's mostly just your standard fugitive tale.

This is a lot of my contention with the game too. I was enraptured by the first half of Lucas's story (especially his first two scenes are just great), but the detectives waned for me almost right out of the gate. I got a little bored of them after three or four scenes and by the end of the game I was legitimately pissed off. Especially at Tyler's girlfriend, who doesn't seem to think the capture of a mass murderer trumps their second anniversary.

Boo hoo, sister. Go back to Florida. The detectives could've been easily left out of this game (as playable characters) and it probably would've been for the better. Carla had some interesting "detective" scenes (the morgue, the firing range), but in general... not worth your time. Tyler was an absolute waste of time. Has David Cage ever actually MET a black person, or does he just think that they all like smooth bass, psychedelic living rooms, basketball, and short white girls?

Quote:
P.S. I too am glad we didn't have to see any more of the awkward and poorly implemented 'passion' than we were forced to endure. Talk about a tacked on romantic 'sub-plot'!

Apparently there's a potential sex scene between Lucas and his Ex if you make the right moves on her. I didn't find this out until I completed the game, fortunately. I have no interest in seeing ANOTHER poorly rendered ass-romp.

#3 Trev Jan 2, 2006 08:11pm

I know this is an old review but, I only got around to reading it today, and it's the first review I've ever felt pressed into responding to.

In short: D. Riley, whoever you might be, you need to work on your English skills. If it's your second language, I understand, but your review attempts pretentiousness without the intelligence to back it up, suggesting that if English is your mother tongue, you aren't very good at using it. Using a wide vocabulary isn't the secret to a good review, nor does it make you look smart, especially when you have such a tenuous grasp on it.

The strangest thing is that the introduction is more or less fine. The line 'I rushed back to the title' is unnecessary; 'it' would have been an adequate substitute - although 'title' is a longer word.

Now then, this might take a while, so pull up a dictionary and have a read (it can only help).

Firstly; 'Indigo Prophecy also promises choice. It's the hallmark that the game was built on.' Look up the definition of 'hallmark'. I know what you're getting at, but it's the wrong word.

Secondly, 'The player them takes control, with Lucas fretting over the awful situation he's found himself in,' obviously there's the spelling error that could have been fixed with a spell-check, but the length of the sentence is also a problem. You make it unnecessarily wordy, inaccessible to the average reader. Maybe that's the point, but you manage to put the game-literate reader off too. Saying 'The player then takes control, with Lucas fretting over the situation,' would have illustrated the introduction just as well. It's fairly obvious that it's an 'awful' situation, and we know he's 'found himself in' it, since he's there.

These two types of problems persist throughout, then more appear:

'Even if the choices don't have the weighty bulk that one might hope, the system is still leaps and bounds ahead of the rest of the players in the field.'

'Weighty bulk' is a poor way of saying 'impact on plot', and you need the word 'for' to follow 'hope'. What is 'the system' and who are the 'players in the field'? Since the adventure genre is virtually non-existent, it depends on your definition of an 'adventure' game, which is a completely separate debate and one I'd rather avoid.

Fourthly, make sure you get your facts right; there's more than one sex scene, and not knowing this undermines your review - it suggests that you haven't played the game to its fullest or researched it well-enough for your article.

Don't think of this as an outraged attack on your person; it's not. You can write infinitely more effective reviews by using less unnecessary 'big words' and by using Word's spellchecker. The review isn't without its merits, of course, but the sheer volume of grammatical / spelling mistakes prompted me to say something.

Come on, you've at least got to admit that the line, 'Action scenes take a similar slant, asking the character to hit the analog sticks in cardinal directions,' makes no sense.

#4 D. Riley Jan 2, 2006 08:49pm

Wow. Is it like my words just automatically inspire the critcism of the internet or something?

Trev wrote:
Firstly; 'Indigo Prophecy also promises choice. It's the hallmark that the game was built on.' Look up the definition of 'hallmark'. I know what you're getting at, but it's the wrong word.

hall·mark Audio pronunciation of "hallmark" ( P ) Pronunciation Key (hôlmärk)
n.

1. A mark indicating quality or excellence.
2. A mark used in England to stamp gold and silver articles that meet established standards of purity.
3. A conspicuous feature or characteristic: “The sense of guilt is the hallmark of civilized humanity” (Theodor Reik).

Trev wrote:
Secondly, 'The player them takes control, with Lucas fretting over the awful situation he's found himself in,' obviously there's the spelling error that could have been fixed with a spell-check, but the length of the sentence is also a problem.

While it is quite the spelling gaffe, 'them' is a recognized English word and, as such, is not something that would've been picked up by spellcheck.

All the same, there's something I'm gonna go fix right now.

Trev wrote:
Fourthly, make sure you get your facts right; there's more than one sex scene, and not knowing this undermines your review - it suggests that you haven't played the game to its fullest or researched it well-enough for your article.

In the thread for the review itself, no less than two posts up, I state this:

D. Riley wrote:
Apparently there's a potential sex scene between Lucas and his Ex if you make the right moves on her. I didn't find this out until I completed the game, fortunately. I have no interest in seeing ANOTHER poorly rendered ass-romp.

In a game like Indigo prophecy, where you're really only given one or two chances to explore dialogue trees, it is exceedling difficult to explore every option. Given that these trees have the same outcome 99% of the time regardless of the option picked, I don't think it's really fair to ask a writer to explore every single one. I think I more than met the reasonable expectations of experience with the game. It's not like I ignored some lengthy subquest. Frankly, journalistic integrity aside, I was happy to dodge another ill advised sequence of "coupling".

#5 Trev Jan 3, 2006 08:16am

You have no idea how refreshing it is to offer constructive criticism and not get madly flamed for it.

I still disagree with you on hallmark, as Dictionary.com is hardly the most literary source of definitions on the internet. Why they have 'word of the day' and then fill it with terms such as doff and yeasty is beyond me.

As for the sex scene(s) issue, it could have been solved by asking other people who played the game. It's a minor mistake though, and one that most won't notice.

#6 hobbie Jan 3, 2006 08:50am

I actually enjoy the writing style of all of the guys here, it's what keeps me coming back. Sure, it's not perfect, but what is these days?

#7 hobbie Jan 3, 2006 08:55am

Trev wrote:
Dictionary.com is hardly the most literary source of definitions on the internet.
If you had taken the time to do your research, you would have found this.

Quote:
The dictionaries that appear on Dictionary.com include:

* The American Heritage® Dictionary of the English Language, Fourth Edition
Copyright © 2000 by Houghton Mifflin Company.
Published by Houghton Mifflin Company. All rights reserved.
* Webster's Revised Unabridged Dictionary, © 1996, 1998 MICRA, Inc.
* WordNet ® 1.6, © 1997 Princeton University
* The Free On-line Dictionary of Computing, © 1993-2001 Denis Howe
* Jargon File 4.2.0
* CIA World Factbook (1995)
* Easton's 1897 Bible Dictionary
* Hitchcock's Bible Names Dictionary
* U.S. Gazetteer, U.S. Census Bureau

#8 D. Riley Jan 3, 2006 10:48am

From Merriam Webster:

Main Entry: 1hall·mark
Pronunciation: 'hol-"märk
Function: noun
Etymology: Goldsmiths' Hall, London, England, where gold and silver articles were assayed and stamped
1 a : an official mark stamped on gold and silver articles in England to attest their purity b : a mark or device placed or stamped on an article of trade to indicate origin, purity, or genuineness
2 : a distinguishing characteristic, trait, or feature

I don't see why, of all things, you'd call hallmark into question. It's not exactly an uncommon use of the word. :?

#9 DrJones Jan 5, 2006 12:57pm

Trev wrote:
You have no idea how refreshing it is to offer constructive criticism and not get madly flamed for it.

Quote:
In short: D. Riley, whoever you might be, you need to work on your English skills. If it's your second language, I understand, but your review attempts pretentiousness without the intelligence to back it up, suggesting that if English is your mother tongue, you aren't very good at using it. Using a wide vocabulary isn't the secret to a good review, nor does it make you look smart, especially when you have such a tenuous grasp on it.

I'd hardly consider that constructive criticism. In fact, I'd be hard pressed to call anything you wrote "constructive."

#10 The Joel Jan 5, 2006 10:56pm

This kid Trev is a jerk who is also a hypocrite. And no, that was not meant to be constructive criticism. Attempting to veil your insults at the very end of a post is so asinine it defies belief. How could anyone think such a hollow attempt at kindness and beneficence would fool anyone. Words don't mean much outside of their context.

speaking of the meaning of words how can something attempt to be pretentious. I feel like someone attempting to be pretentious would be endearing, because it would mean they could not successfully be an annoying jerk. What is further baffling about how Trev used this word is that he asserts the most honorable and respected D. Riley doesn't have the intelligence to be pretentious. One word: zomg.

I'm not going to explain why that last part is nonsensical; it should be obvious to anyone who speaks my "mother tongue." Talk about being motherfucking pretentious.

#11 R. LeFeuvre Jan 5, 2006 11:20pm

The Joel....

Always watching, ever loyal.

And a very fitting avatar.

#12 Trev Jan 6, 2006 09:13pm

Hello again folks.

D. Riley wrote:
I don't see why, of all things, you'd call hallmark into question. It's not exactly an uncommon use of the word.

Maybe it's just me, but I've never seen it used in that context, and I still think it would help if you could cite something other than Dictionary.com to back it up. I know hobbie's 'done his research', but it still isn't an Oxford or Collins. There were other words that I could have picked out in the review but a) that was the first one that stood out and b) going through them all would have been really tedious and pointless.

DrJones wrote:
Trev wrote:
You have no idea how refreshing it is to offer constructive criticism and not get madly flamed for it.

Quote:
In short: D. Riley, whoever you might be, you need to work on your English skills. If it's your second language, I understand, but your review attempts pretentiousness without the intelligence to back it up, suggesting that if English is your mother tongue, you aren't very good at using it. Using a wide vocabulary isn't the secret to a good review, nor does it make you look smart, especially when you have such a tenuous grasp on it.

I'd hardly consider that constructive criticism. In fact, I'd be hard pressed to call anything you wrote "constructive."

In the main post I went over four points that would help, and I summarised by saying : "You can write infinitely more effective reviews by using less unnecessary 'big words' and by using Word's spellchecker."

I think that's fairly constructive.

The Joel wrote:
This kid Trev is a jerk who is also a hypocrite. And no, that was not meant to be constructive criticism. Attempting to veil your insults at the very end of a post is so asinine it defies belief. How could anyone think such a hollow attempt at kindness and beneficence would fool anyone. Words don't mean much outside of their context.

Erk. It wasn't meant to be kind, it was meant to be taken as advice. D. Riley could have completely ignored it if he wanted to. I didn't exactly think of myself as a kind Samaritan offering shelter to a beaten-up orphan when I made that post. Nothing in that post was meant to be insulting. It might come across as arrogant, but like I said, it's not an 'attack on his person'; I merely stated what I thought of the article and his writing style.

The Joel wrote:
speaking of the meaning of words how can something attempt to be pretentious. I feel like someone attempting to be pretentious would be endearing, because it would mean they could not successfully be an annoying jerk.

You more or less answered your own question there - as I said in the post, it appeared that D. Riley used 'unnecessarily long words' in the wrong places.

#13 D. Riley Jan 6, 2006 09:31pm

Trev wrote:
Maybe it's just me, but I've never seen it used in that context, and I still think it would help if you could cite something other than Dictionary.com to back it up. I know hobbie's 'done his research', but it still isn't an Oxford or Collins. There were other words that I could have picked out in the review but a) that was the first one that stood out and b) going through them all would have been really tedious and pointless.

D. Riley wrote:
From Merriam Webster:

Main Entry: 1hall·mark
Pronunciation: 'hol-"märk
Function: noun
Etymology: Goldsmiths' Hall, London, England, where gold and silver articles were assayed and stamped
1 a : an official mark stamped on gold and silver articles in England to attest their purity b : a mark or device placed or stamped on an article of trade to indicate origin, purity, or genuineness
2 : a distinguishing characteristic, trait, or feature

Reading comprehension MAX!

A+++++++++++

Would buy from again.

#14 hobbie Jan 7, 2006 03:20am

Trev wrote:
it still isn't an Oxford or Collins
Hobbie FTW again.

Oxford English Dictionary wrote:
hallmark

• noun 1 a mark stamped on articles of gold, silver, or platinum by the British assay offices, certifying purity. 2 a distinctive feature, especially of excellence.

• verb stamp with a hallmark.

— ORIGIN from Goldsmiths’ Hall in London, where articles were tested and stamped.

#15 Trev Jan 7, 2006 09:42am

All right then.

So, 'Indigo Prophecy also promises choice. It's the hallmark that the game was built on.'

Indigo Prophecy promises the distinguishing characteristic that the game was built on. How can a game be built on something that it promises? To build on something, it must exist - and that which is promised is something that has not yet occurred.

#16 D. Riley Jan 7, 2006 11:10am

Choice is the hallmark.

Choice is the distinguishing characteristic the game on which the game was built.

I understand nobody wants to lose an internet argument, guy, but come on. Maybe the problem isn't my big words, maybe the problem is your reading level.

#17 The Joel Jan 10, 2006 11:17am

I think I've posted to this site twice outside of this topic, so it should be considered rather remarkable that I would come back to speak here again. What Mr. Riley said about reading comprehension is absolutely true in that Trev lacks it. I really want to give you the benefit of the doubt Trev, but when you pretend that my post somehow supports your argument, effectively asserting that I have misspoken, well that goes beyond the pale. This is not because my words are inviolable truths uttered from the mouth of truth itself; it’s just that in this instance the discrepancies are too obvious to ignore. Riley can post from dictionaries all day long; this is more an appeal for sanity.

#18 D. Riley Jan 10, 2006 12:19pm

I just want this topic to die. :(