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They say that every story has a beginning and an end. That may be true in most cases, but sometimes, however, the two are one and the same. – Zoë Castillo
So why muck with success? Right? Right?! Ragnar Tornquist – developer and creator of TLJ - during a presentation of its sequel, Dreamfall: The Longest Journey at the 2005 E3, described Dreamfall as a ‘spiritual successor’ to The Longest Journey and there is nothing wrong with wanting to take a sequel in a new direction. After all, haven’t we all been subjected to enough insipid game and movie sequels that do nothing but mirror the original?
Core to the story are three playable characters: Zoë Castillo a twenty-year old young woman who lives with her grandfather; Kian an assassin who will begin to question his beliefs and returning from TLJ, April Ryan who will discover that no matter how hard you try, you cannot escape the past.
The game will be completely rendered in real-time 3D and adventure gamers will need to prepare themselves for eye candy usually reserved for other genres. The game will also feature combat – though there will almost always be an option to solve a problem without combat either through stealth or wits – but there have been concessions made for pc gamers – and adventure gamers – who usually do not welcome combat in their games. Combat with the mouse will involve simple button clicking and be much less reflex intensive and easier in comparison to combat with the Microsoft joypad that will allow for manual blocking, two different kinds of attacks and other console standards.
But something nags at the back of my mind. No, I’m not bothered by the addition of action elements, nor am I flustered by the idea of three playable characters. But why does it seem that so much about this game is continually shrouded in secrecy? Why has a title of this magnitude yet to be signed by a North American publisher? And most importantly, why do I feel that Ragnar is no longer following his own, original vision of The Longest Journey mythos but is instead attempting to appeal to a more mainstream audience – has he become overly concerned about what others think of his game and its financial potential? Of course, this is all speculation on my part.
That’s all fine and dandy as long as you don’t confuse swearing with maturity much like the misguided developers of Bloodrayne. Maybe I’m being over-critical, but unlike other publications that are now jumping on the TLJ/Dreamfall bandwagon after largely ignoring the adventure genre for so long, I realize what Dreamfall represents not just as a game, but for the future existence of the adventure game as a viable, big-budget genre and I think Ragnar is the visionary who elevate the genre to new, higher standards. |