| Review
Dreamfall:
The Longest Journey
| Developer: |
Funcom
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| Publisher: |
Aspyr
Media |
| Genre: |
Adventure |
| Release Date: |
April 2006 |
| Platform: |
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Review by Ray Ivey

June 27, 2006 |
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Why Bother?!
Why
on earth should any self-respecting pure point-and-click adventure
gamer even consider picking up Dreamfall: The Longest
Journey? Its roster of transgressions is unforgivable:
1. It's 3D (shudder).
2. The PC version has unfamiliar controls (quelle horreur!).
3. It's got (sharp intake of breath) COMBAT.
Why bother even
reading any further?
Gentle Reader, please
believe me when I tell you that if you let such superficial peccadilloes
keep you away from this game, then you are missing one of the most
memorable interactive entertainment experience you are likely to have
for a long, long time.
I
admit even I, Mr. "I Love Hybrids" was skeptical about this
game. Why? I started to get suspicious when we were shown the same
few scenes over and over again during previews, E3, etc. I began to
wonder, "Where the hell is the rest of the game?" I had
the dreadful premonition that FunCom was busily obscuring the fact
that they had no game.
I am delighted to report
that my fears were ungrounded!
Leave Your Expectations
Behind and Go With the Flow!
That having been said,
I must warn the adventure game player who picks up Dreamfall:
If you come at this game with strongly preconceived ideas of what
you want it to be, you may not only be frustrated, but you could miss
the entire point of the experience.
Dreamfall
is a different kind of adventure game. It's essentially an interactive
movie. It’s much more Indigo
Prophecy than it is Syberia.
There are puzzles, yes, but they are few and far-between and not very
hard. There's a lot of time during which you simply stare at the screen
while long scenes play out. And it's all extremely linear.
However, if you give yourself
over to the experience, the game can be one of the most delightful
interactive entertainment experiences you've had in quite a while.
Why? Simply put, because Ragnar Tornquist and his talented team know
how to tell a story.
Girlfriend in
a Coma
The
lead character in the game, Zoe, narrates the game from deep within
a coma. She's a tart, bright young woman who recently dropped out
of college and is struggling to figure out her next move in life.
She lives in a futuristic Casablanca and has a furry mechanical talking
ape for a PDA. Her ex-boyfriend is a journalist, and it's through
him that she gets swept up into an enormous tale of conspiracy, murder,
and mind control. Along the way she stumbles into the magical alternate
world of Arcadia and has a run-in with April Ryan, heroine of The
Longest Journey.
I don't want to tell you
any more about the story; it's too much fun to discover for yourself.
Though Zoe is definitely
the main character, through the course of the game you'll have the
opportunity to play several other characters. Who? I’m soooo
not telling.
Presentation With
Polish!
In
addition to telling a compelling story, the game envelops you in a
series of stunningly realized environments. Casablanca is a high-tech,
pedestrian friendly wonderland; Venice is a grim urban nightmare;
Marcuria is a snowy, contradictory city of intrigue. Dreamfall's
captivating gameworld made me think back to Myst
-- remember when you'd fire up that game even when you were totally
stuck on a given puzzle, because the world was just so beautiful and
fun to walk around in?
Remember how wordy The
Longest Journey was? I forgave it because the story
it was telling was so good. The same is true about Dreamfall,
except that every line of dialog is spoken. Even when the dialog scenes
are long, they remain interesting. It doesn't hurt that the voice
acting is superb (with several actors reprising their roles from TLJ).
In an unusual step, game director Ragnar Tornquist also directed the
voice production. Such attention to detail paid off big time. A particular
pleasure is the return of Crow, voiced once again by the wonderful
Roger Raines. Crow is a funny, wry, and weirdly touching character.
He’s my favorite comic sidekick in an adventure game since Arthur
in Journeyman
Project 2: Buried in Time.
In fact, attention to
detail is evident everywhere you look in this game. The presentation
simply glows with polish and professionalism.
Calling All Graphics
Whores!
The
graphics of Dreamfall are a triumph of artistry
over polygons. While not bleeding-edge technically, the look of the
game is vivid and inviting. Particularly noticeable are lighting effects.
There's one spot in Marcuria in which you come out of a tavern. The
bright sunlight washing over the snowy streetscape is so yummy it
just makes you feel good to look at it. The game has a great deal
of graphical variety as well, from the dank urban underbottom of Venice
to steamy swamps and creepy flooded caves to a sleek laboratory to
a forbidding prison. Environments are full of animated details which
bring the scenes to life.
Virtually every area in
the game does a good job of suggesting that you’re exploring
just part of a much larger whole. It creates an intriguing and heady
feeling that really encourages exploration. You get the feeling that
a whole set of games could fit into this vibrant gameworld.
Sounds and Music
Leon Willet’s evocative
music helps provide even more atmosphere. The sound design is vivid
and rich.
Controls
The
game uses an innovative concept of a “focus field” that
can extend from the player character’s vision. It’s basically
a light cone that you can turn onto the environment as a method of
examining or interacting with the world. It may remind you a bit of
the way Manny Calavera’s head would turn to important environmental
cues in Grim Fandango. The PC controls take
a little bit to get used to, but I was up and running within about
half an hour. The XBox controls feel a lot more natural.
Conclusion
It must be said that the
plot ends up spinning more plates in the air than manages to wrap
up, and the end of the game comes too soon and leaves too many questions
unanswered. To assuage the frustration the player may feel at the
end of this too-brief sojourn into the unreal, I can offer the following
two thoughts: First, even though the story doesn’t really complete,
what’s there is terrific; and second, Ragnar Tornquist insists
that we won’t have to wait seven years for the next installment
this time around.
The
experience of playing Dreamfall is so pleasant
and user-friendly that I think it has the potential to be a “gateway”
game, a game like Myst or The
Sims, which brings new players to computer and video
games. I know lots of gamers who aren’t adventure players who
are eating the game up with a spoon. The experience of playing this
lovely game reminded me of not only why I play adventure games, but
why I play any kind of computer games at all. For any true-blue adventure
gamer out there to miss this game would be a shame, because they’d
be passing on an unusually lavish treat.
Final Grade: A
(find
out more about our grading system)
System Requirements:
- System: Intel Pentium
4 1.6 GHz or AMD Sempron 2800+ or higher or equivalent
- RAM: 512 MB
- Video Memory: 128 MB
- Hard Drive Space: 7000
MB
- Other: Sound Card:
DirectX 9.0c compatible
This
review is copyright Ray Ivey and Just Adventure and
may not be republished elsewhere without the express written consent
of the author. Republication of said review must also contain a link
back to Just Adventure.
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