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Dreamfall: The Longest Journey (Xbox)

2006-10-28

Grade:  9.6

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Dreamfall: The Longest Journey screenshots:

Dreamfall: The Longest Journey screenshot 
The 3 Cs of speed dating

Dreamfall: The Longest Journey screenshot 
Come to papa!

Dreamfall: The Longest Journey screenshot 
Your flying casket is on its way, madam!

Dreamfall: The Longest Journey screenshot 
Play with my monkey

Dreamfall: The Longest Journey screenshot 
Death by glowing ovaries

Dreamfall: The Longest Journey screenshot 
Furniture showcase


Dreamfall: The Longest Journey screenshot 
Oh, so pretty!

Dreamfall: The Longest Journey screenshot 
Juuuuump!

Dreamfall: The Longest Journey screenshot 
Air raid! Air raid!

Dreamfall: The Longest Journey screenshot 
I am a candy bar, I am a candy bar...

Dreamfall: The Longest Journey screenshot 
Local real estate

Dreamfall: The Longest Journey screenshot 
Prepare to have your ass kicked, then!

Dreamfall: The Longest Journey screenshot 
Let me fix that neck problem for you

Dreamfall: The Longest Journey screenshot 
Delivery!

Dreamfall: The Longest Journey screenshot 
Make me laugh

Dreamfall: The Longest Journey screenshot 
Feed me!

Dreamfall: The Longest Journey screenshot 
Why dont I just stroll around in my underwear

Dreamfall: The Longest Journey screenshot 
Consciousness is overrated

Dreamfall: The Longest Journey screenshot 
You did NOT just talk about my mama!

Dreamfall: The Longest Journey screenshot 
Cockroaches of the future

Dreamfall: The Longest Journey screenshot 
Someone fix my video cable

Dreamfall: The Longest Journey screenshot 
Meet my childhood nightmare

Dreamfall: The Longest Journey screenshot 
Nice view isnt it... Time to fight for your rent!

Dreamfall: The Longest Journey screenshot 
Out looking for a date

Dreamfall: The Longest Journey screenshot 
I am glad I got the luxury suite...

Dreamfall: The Longest Journey screenshot 
I wonder which way the royal brothel is...

Dreamfall: The Longest Journey screenshot 
Finally some decent lodging!

Dreamfall: The Longest Journey screenshot 
Geez, is that your face or did your neck throw up...

Dreamfall: The Longest Journey screenshot 
A little swordplay

Dreamfall: The Longest Journey screenshot 
What I REALLY mean is take off your pants now


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Headline: "Game pleases God". Not THE God. A god.

   Ok, ok, a man. But a very good one. Yes, ladies and gentlemen, you guessed it. Yours truly liked Dreamfall. Yours truly liked Dreamfall so much that he actually played it to completion. Mind you, yours truly doesn't play a lot of games to completion (although he does play a lot of games). Yours truly only played two other games to completion this entire century. Yours truly suspects he has ADD.

   Being that as it may, once in a while a game is so captivating, so intriguing and compelling that it actually manages to hold the random bits that comprise my attention span in relative stability long enough for me to make my awkward way through the mechanics of the game and see the end credits. Dreamfall is such a game. What's more, Dreamfall's ending actually made me go on the web and (shudder!) socialize with others at length with respect to what actually happened.

   But let's start at the beginning.

In the beginning

   In the VERY beginning, of course, there was darkness, a bored omnipotent being, water, and a couple of spirits. Then there was light, Adam, a rib-creature, a snake and some fruit. Or, in a parallel world, a Big Bang, clouds upon clouds of foul-smelling gases, some cest pools and a bunch of horny amino acids, which somehow fornicated themselves into a few thousand hairy beasts.

   But in the beginning WE care about, there was TLJ - the original The Longest Journey game, released by Funcom all the way back in 1999 - the year before the year in which a bunch of people thought all the computers would die, and another bunch of people thought the whole world would die, - for the PC. They released it on a whopping 4 discs, of which I played through one and a half (still pretty incredible for me) and then got frustrated with all the well-known annoyances of playing a game on a none to well-behaved personal computer [documented in their painstaking entirety in my memoirs; e-mail me for the ISBN number. - ed.] In TLJ we got introduced to the main heroine, April Ryan, a girl from the 23-rd century who suddenly discovers that she has an ability to 'shift' between two parallel, yet very different worlds, Arcadia and Stark, by dreaming. Through a series of events she ends up undertaking a quest to restore the balance between the two worlds, which has been eroding, threatening a catastrophic collapse. And, of course, there is a wonderful adventure, great characters, and some beautiful scenery in between. Dreamfall: The Longest Journey picks up about 10 years later, and not exactly where the original TLJ left off. In fact, we have a whole new and dare we say different heroine to behold.

I hope you like Casablanca...

   ...because, after a short cutscene related to the first TLJ, that's exactly where you begin your new adventure, in the guise of a girl named Zoe. Zoe is relatively hot, relatively rich, relatively 20, and relatively bored out of her mind. At this particular stage of her life she has broken up with her reporter-boyfriend, Reza, moved back in with her father and is spending her day watching TV and playing with her monkey. I mean her Watilla, you sickos. It's a personal robot. In the shape of a toy gorilla. That keeps her calendar and reads her messages. Geez, people. Anyway, like many young people her age, Zoe feels like she has lost direction - she no longer has any particular interest in her studies or career, her martial arts practice, her personal life, or much of anything else for that matter. Prime as she is for some boredom-shaking adventure, things soon kick off when her ex-boyfriend asks her to run an innocuous-sounding errand for him. The next thing she knows, the errand goes weirdly wrong, Reza is mysteriously disappeared, and his apartment is raided by special forces... with Zoe still inside. The only clue lies in the super-secret story that Reza was apparently working on, and some strange visions of a little girl that seem to follow Zoe wherever she goes. All in all, there is a pungent smell of a complicated conspiracy spreading quickly through the warm Moroccan air...

   One of the great things about how Dreamfall's story unfolds is that much of what the player is asked to do on behalf of Zoe corresponds to very natural human reactions that any one of us would probably exhibit in the situations described. A lot of the time Zoe finds herself dropped into unknown circumstances where she has to figure out what's going on starting with almost a blank slate. This puts her on the same exact footing as the player, and there is a great natural logic to the actions she undertakes. This eliminates any feeling that the character knows more than the player which can often be a problem in story-based games.

Through the looking glass

   From the very beginning, Dreamfall is a distinctly beautiful game. Sporting a vivid color palette, meticulously modeled characters and environments, and a strong focus on rich, exotic locales imaginatively blended with the sci-fi setting makes it stand apart from your standard run-of-the-mill video game [which are well-known to be cobbled together from feces and spite - ed.] In this ability to successfully blend the comfortably present-day and futuristic elements of visual presentation Dreamfall is similar to Ubisoft's Beyond Good and Evil - another terrific action-adventure game (albeit one with a heavier focus on the action aspect) which was released in 2003. Thanks to its constantly moving storyline, which frequently shifts the action geographically as well as dimensionally, Dreamfall completely enthralls the player with its great number of environments, which, while not all cheery, do all sport rather imaginative and distinctive looks. The twists and folds of the Dreamfall story are such that we don't often find ourselves in a single environment for too long, which helps re-enforce the effect of the visual variety present in the game. What's more, in the later chapters, in addition to Zoe the player also gets to occasionally control two secondary characters: April, the heroine from the first TLJ, and Kian, a new character, whose greater purpose remains under a shroud of mystery. Seeing some of the same environments and interacting with some of the same NPCs from these different perspectives is often rather fascinating and goes a long way towards maintain the player's curiosity about their surroundings. [You know, no child left unscarred, no beggar left un-kicked kinda thing - ed.]

   What's more, this sort of triangulated perspective has the additional effect of not over-trivializing some of the overarching themes of the game. One of the strengths of Dreamfall lies with some of the serious social and intellectual issues that the game raises as a part of its story. Many of the themes are universal (including eternal questions like faith vs. knowledge, order vs. freedom, liberation at the cost of repression, etc.) and there are plenty of subtle parallels with some of the current goings on in the world. Plenty of resonant personal issues are explored as well. Frequently, the views of the three characters, instead of being completely complementary, exhibit a great degree of conflict, which makes the player really consider a given situation from multiple points of view. This goes a long way towards adding terrific emotional depth not only to the situations themselves, but also to the characters. For instance, once Zoe finally meets April, she finds that April is none to eager to help her in her struggles, and would rather spend her energy dealing with her own problems. This theme re-occurs again and again in new situations, with additional backstory and perspectives of other characters added to both sides. In the end, the player is really given a chance to explore both points of view and understand the underlying complexity of April's decision, rather than simply passing a trivial judgement on it.

The toils of adventuring

   Dreamfall being an (almost) pure-blood adventure affair, a lot of the power of the game lies in the story itself, which succeeds at being intricate and intriguing without becoming cryptic. Following the trail of Reza as best she can, Zoe finds herself in multiple locales in her world, Earth-of-the-future Stark, and the fantasy-themed, magic-laden world of Arcadia, with an occassional freaky (and often unscheduled!) mini-vacation in the dream-space that lies in between [check out those swanky brochures! - ed.] Her exploits in both worlds feature a lot of character interactions, as well as the inevitable slew of puzzles. The puzzles tread on the simple side, which is good news for casual gamers who will largely be able to avoid frustration and concentrate on exploration and the rich story. While you will inevitably get stuck in a few places (which can be easily dealt with by an occasional, disciplined peak into one of the many walkthroughs available online), the game for the most part does a good job of constantly progressing the story while giving you the feeling of actually being in control.

   With this much character interaction, not to mention all the self-imposed commentary as Zoe applies her inquisitive nature to the world around her, good voice acting is absolutely paramount, and here Dreamfall doesn't disappoint. All the voices are top-notch, especially Zoe's, which comes complete with a sexy British accent [aw, Zoe, you saucy minx! - ed.] Similarly, the dialog is well written and the flow is often structured in a way that is conducive to letting you exercise some control over your character's attitude and emotions. The conversation tree walks a nice line between getting you the information needed for the task at hand and being able to express some personality - anger, cuteness, deceitfulness, etc. This ties in to some of the gameplay situations in interesting ways - for instance, when caught red-handed sneaking around a boarded up hotel being used as an underground drug testing facility, Zoe has the option of choosing an "offense is the best defense" approach to the situation, actually slapping the man who accosts her for talking to her in a rude manner. [It's a mean bitch-slap, too, mind you! - ed.] While this mechanic ultimately doesn't result in the story going in a whole different direction, it still goes a long way to strengthen your emotional attachment to the main characters.

Kicking some adventurer ass

   Being an "almost" pureblooded adventure game, Dreamfall does sport occasional combat and stealth sequences. Some adventure genre purists will undoubtedly frown at this "contamination", but in our day and age, a little genre mixing is practically the norm, and Dreamfall is actually quite careful not to overdo it with the fighting and the sneaking [unlike my alcoholic cousin Philip - man, were those cops pissed! - ed.] For me, the presence of these elements added a nice change of pace in strategic places. The combat mechanics (Zoe fights barehanded and April and Kian use a staff and a sword, respectively) are appropriately simple - there are basically just two attacks, a block, and special movement to deal with. I actually found the combat quite enjoyable, with the only complaint being that the computer AI is too passive - in most fights your opponents spend way too much time simply standing around waiting for you to attack. Overall, the fighting felt natural and comfortable from the get go (i.e. not like in Oblivion!). Similarly, the stealth element works just like you would expect it to, and also figures in some environmental puzzles. While Dreamfall is no Thief, a little 'sneak up on an unsuspecting guard' action keeps your dirty side [well, THAT dirty side, anyway! - ed.] nice and satisfied.

At the risk of using the word 'adventure' for the third section headline in a row...

   ...I'll still go ahead and pronounce Dreamfall a supermodel of adventure gaming. Given that the whole genre (probably more so than any other) is basically a multi-dimensional balancing act, constantly struggling to stay story-driven, yet interactive, emotional but not clichéd, challenging but not frustrating, complex but not convoluted, etc., Dreamfall gets so amazingly many things right that any of its missteps (which are truly very tiny and few) can be summarily ignored. Its engaging characters, gripping story, occasionally off-the-wall sense of humor, brilliant visual style, great voice acting, intuitive and easy to use interface, and most of all, ability to avoid most pitfalls of the adventure genre, propel it straight to the top of the relatively short list of adventure games that have become instant classics. If you are a fan of the genre, you are probably done with the game already and are just reading this to keep the warm and fuzzy going for a little while longer. If you aren't - but are still someone who enjoys great stories in any form, Dreamfall gets my highest recommendation. It will capture your imagination and open your eyes onto the true possibilities of gaming as a medium of storytelling expression.


       ... Vaga

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. Summary: An absolutely brilliant adventure game with a deep story, great characters and a beautiful art style that manages to leave most typical adventure game frustrations at the door.

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Systems: Xbox and PC

Genre: Adventure with slight hints of stealth and action.

Setting: Two parallel worlds of the future, one being the Earth of the 24th century and the other its fantasy based counterpart.

Mood: Exploratory, inquisitive, mysterious. You know you are in the middle something big, complex, and fascinating all at the same time.

Story: Deep, multi-layer, and emotional - and probably one of the best-crafted stories in a video game ever.

Graphics: Excellent, although some of the models towards the end of the game are a bit less polished. The art style and direction are absolutely brilliant, however, which basically makes the game eye candy.

Music/Sound: Terrific

Voice Acting: Absolutely stellar. Good thing too, since there is quite a bit of dialog.

Script/Dialog: Great, well paced, and funny at times.

Similar Games: The Longest Journey, Beyond Good and Evil with less action.

Gameplay: The Longest Journey, old point-and-click adventure games.

Strengths: Engaging story, lack of typical adventure genre frustrations, great visuals and voice acting, convenient interface and autosave feature.

Weaknesses: Enemy AI during fights is too passive, puzzles are not particularly challenging, a few minor pathfinding glitches make it possible to get 'stuck' in tight corners.

Depth: Think the Ocean. Or, barring that, a really, really big lake.

Length: About 12-15 hours depending on your level of comfort with adventure games.

Pace: Things move along nicely, and you never feel like you've been stuck in a single location for too long a time.

Difficulty: Easy

Control: Simple and intuitive.

Learning Curve: Short

Replayability: There is probably a bit in there, though it would mostly be for the nostalgia factor a few years down the road.

Will keep you up until (a.k.a Fun Factor): you realize that you really do have to get up for work the next morning.

Notable Features: Ability to create true emotional attachment to the characters and the story; variety of settings and locations.

Fav. Character: Zoe.

Instant Classic: Absolutely.

Publisher: Aspyr

Developer: Funcom

Release Date: 2006-04-17

Players: 1

Multiplayer: Good lord, no!

ESRB: Mature. Peeps curse.

Target Audience: Adventure gamers.

Recommended For: Anyone who can appreciate a great story.

Not Recommended for: People for whom challenging gameplay is more important than the storytelling.



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