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Like a breath of bracing Arctic air, THE LONGEST JOURNEY breezed in from Norway five years ago and took the adventure game community by storm. Already used to diminished budgets and expectations, we were blown away by the incredible production values the game had, as well as its overall richness and quality. The visuals in the game were ravishing, the story as good as a long fantasy/science fiction novel, and the puzzles were fun and diverse keeping us busy for a long time. Practically from the moment the game’s final credits began to roll, ravenous gamers had but one thought: Sequel! SEQUEL!!! Well . . . we won’t have much longer to wait, sports fans.
The Longest Journey ended without the largest issue of the story resolved: Will the two worlds of Stark and Arcadia be, at last, reunited? This week I had the chance to spend some time with Jörgen Tharaldsen, the game’s Product Director. I can’t tell you about everything he told me, because, basically, he threatened me with death. And remember, these Norwegians are basically Vikings with iPods, so I take the threat very seriously. BUT. I can tell you about most of what he showed me. A Persistent Vegetative State This starts a grand flashback, narrated by Zöe, at which point the game truly begins. What follows is not a pure adventure game, or even a standard action/adventure game. FunCom is billing Dreamfall as a thriller. So What the Hell IS it? One of the designers’ goals is to get the player to truly empathize and connect with the game’s several protagonists. One of the ways they hope to achieve this is that the characters themselves will be fairly introspective, letting the player know how they feel about what they are doing. Ultimately, FunCom wants Dreamfall to take the player on a spiritual and physical journey of exploration and adventure. Anti-Dystopia I can’t tell you much about the plot, but I can tell you that the flashback sets up Zöe’s story by introducing her life in Casablanca, her family, friends, and her job as a waitress. The game begins at a deliberately relaxed pace, giving the player a chance to settle in to the world and the story. There will be no formal in-game control tutorial, because the controls should be completely intuitive and easy to pick up. The beginning environment of Casablanca is beautiful and expansive, and you’ll get to know it well as Zöe begins to notice that something is not quite right . . . why does she keep seeing strange things on television that no one else is seeing? Why, indeed! Technically, there were a few more load screens than I would have preferred to see, but at least they were short. Them’s Fightin’ Words I saw a demonstration of the combat with Zöe, and it’s a pretty simple affair. It’s not about twitch reflexes or complex moves (though you can learn a few new moves if you have Zöe get trained). Each playable character will have different moves and combat capabilities. Evidently, April Ryan will be have better combat skills than Zöe. Control Yourself The demonstration I had used the XBox controller, which used the analog stick and a basically traditional control setup. I am happy to report that the PC version will use mouse controls, but alas, I was not able to test those, so I can’t report on what they’re like or how well they work. Hopefully I’ll have a chance to try out the mouse setup at E3 soon. Gameplay Innovations In the XBox control setup, the player uses the right analog stick to control this cone of light. The Focus Field appears to be a very useful and easy-to-use feature that will fit well into a game that encourages exploration. Tharaldsen said the game designers never want to punish the player for exploring and trying new things. As another way of reinforcing this “friendly” environment, both versions of the game are slated to have the ability to save anywhere, not merely at pre-determined save “nodes.” In addition, there will be automatic save points, so if a player gets into trouble, even if he or she has forgotten to make a save point, there should be an automatic one that prevents too much backtracking. Another interesting gameplay mechanic is that the character’s cell phone will be used as a sort of quest log. With its hybrid gameplay elements, lengthy and complex storyline, multiple playable characters, not to mention the job of fulfilling high expectations of The Longest Journey fans, Dreamfall is one of the most ambitious games to come down the pike in a long while. I have high hopes for it, and we’ll continue to keep a close look on it as its release approaches later this year. |