Retrospective: Dreamfall: The Longest Journey
Find her. Save her.
The Longest Journey is my favourite game. It's not the best game ever made. It's not the best-written, although it's up there. It certainly isn't the best example of an adventure game. But it's the game that most touched me - a game that literally changed my life. It changed how I think, an aspect of how my imagination works, and my philosophy. I'm not sure what higher praise could be offered.
So when the sequel arrived, six years later in 2006, I'm not sure I could have anticipated a game more. What's so fascinating about Dreamfall is how it exceeded my expectations at the same time as letting so many of them down. As a game, it's a mystery.
The Longest Journey (and you can expect spoilers for both games here, to their ends) told the story of April Ryan. An 18-year-old who found she could "shift", transitioning between a near-future of our own world, known as Stark, into an alternative reality called Arcadia.
Stark is science, technology, progress. Arcadia is magic, fantasy, imagination. They were the results of the universe being split in two in order to maintain the Balance.
One aspect that made TLJ quite so remarkable was that it turns out April Ryan is not the saviour of the universe. She believes she's going to be, she's certainly set up to think she will be, but in the end it turns out that that person is a guy called Gordon. An ignominious saving role sees him cast as the Guardian, holding the two worlds in balance for the next few thousand years, leaving April with - well - nothing to do.
Influences of Korean/Japanese horror are pretty obvious.
Dreamfall is set 10 years later and defies every expectation. It doesn't begin with April Ryan, but rather Brian Westhouse, a relatively incidental character from the first game. Then shortly after we find ourselves in control of Zoe Castillo, a 19-year-old college drop-out living in Casablanca in 2219. Despondent, possibly depressed and certainly bored, Zoe isn't in a great place.
Having given up on her degree, and then broken off a seemingly strong relationship, she's back living with her father, moping around the house in a state of ennui, and without direction. Until the television screen in her room flickers and reveals a ghostly image of a child who frantically whispers that she must, "Find her! Save her!"
"Her", we soon learn, is April Ryan. But despite briefly taking control of the previous hero, we're back with Zoe pretty quickly, and it's with her that we spend most of the game.
That's the first way Dreamfall defies expectations. The second is to not be a point-and-click adventure.
It's instead viewed as a third-person action-adventure, but with the emphasis on the adventuring over the action. Unfortunately though, not quite enough. Because Dreamfall oh so ridiculously includes combat.
Not a great deal, and some can be avoided if you talk or sneak your way out of it, but it's there, and it's awful. No one was expecting that.
I'd be pretty upset in a thin vest in that sort of weather.
Which is a shame, because third-person is, I think, exactly where the adventure genre should have gone. It makes perfect sense. It allows much more interesting interaction, especially letting you climb, jump, etc, while still picking up objects and manipulating the world as you'd hope. Just without the flipping fighting.
And so Dreamfall goes, back and forth between brilliant ideas and absolute blunders. For every brilliant narrative idea, there's a puzzle that requires you to run back and forth through a labyrinthine set of streets over and over and over, for seemingly no reason other than to make the game last twice as long.
For every stunning piece of moving acting, there's an incidental voice that sounds like the cleaner was forced into the recording booth at gunpoint.
But this is a retrospective, so the joy is I can ignore all the crap and just talk about what I loved, and why Dreamfall is still a stunning experience, despite being an often weak game.
It begins with the main character in a coma. That's the way to start. Not a coma she then wakes up from with no memory, like every other game, but the coma from within which she's telling the story.
The first word you read on screen is the opening chapter title, "TAINTED".
Every character you encounter is thoroughly depressed.
This isn't a game that's worried about drawing in the kids. In fact, it's imbued with a strong tone of melancholy that it absolutely does not let go of throughout. This is a downbeat game, and goodness knows that's rare.
But it's not so one-dimensional as to be miserable. Within the trauma, the sadness, the directionless confusion of people's lives, is a message of extraordinary optimism, a resounding cry of hope. Because there's faith.
Dreamfall is undeniably a story about faith. It's a subject that occurs all the way through, not least in the plot of the eight-year-old girl, Faith, who is trapped between realities, haunting the future of the internet, the "Wire".
See, they know what to do with empty space.
Every character is somewhere on a journey with the matter, struggling to restore it, driven by it, or utterly without it.
Zoe has lost her faith in herself. April has lost her faith in everything. Kian Alvane - a third playable character - is a man of such zealous conviction in his faith that he is blinded to the wrongness of his own actions. And Faith has simply to give up.
Shortly after the end of the first game, Stark saw the Collapse. Some sort of unexplained catastrophe that saw technology and reality break down for a few days, leading to very many deaths and a global setback.
Meanwhile, in Arcadia, at the same time a race called the Azadi defends April's new hometown of Marcuria from an attack but then occupies the city. Since then, the religious fundamentalist race has brought technology to the area, but at the expense of their fear of magic. Magical non-human creatures are rounded up and forced to live in a ghetto, often executed for their "crimes".
When we finally rejoin April, she's a freedom fighter, fighting against the Azadi occupation through terrorism. But she's not fighting out of duty, or honour, or a desire to save people. She's fighting because she hates the world and herself, and it's a direction in which she can focus her misery.
It's an extended suicide mission for a woman with no hope.
And yes, of course, it does help to fancy Zoe.
Meanwhile, there's Kian, an Azadi assassin, sent to kill April. He's a man with a conviction in his Goddess that is absolute and earnest, but completely untested.
What fascinates me most is how these faiths interact. It's Zoe's encounter with April's abject emptiness that inspires her to fight. While she is inspired by many around the world, and driven by the appeals of Faith, it's only in the face of April's refusal to fight that she sees the horror of having given up and finds her own drive.
Meanwhile, Kian is transformed through his time with April. While all April has is anger, her remarkable speech in which she explains the psychological horror of an occupation captures Kian's attention. It challenges his fundamentalism on a fundamental level.
At the end of the game, when Kian reflects his transformation back on April, it is only then that a glimmer of her own faith returns. It's an extraordinary exchange, her own ability to change others the only hope for changing herself.
Then things get a little meta as Zoe, with faith restored, has to convince the eight-year-old Faith to die. It's an allegory that resonates throughout the whole story, the only route to preventing the complete collapse of the Wire, and thus the modern world, being to let Faith die. It asks serious questions about what is left in a world when it's entirely dependent upon inert technology.
Zoe's path is one, as the opening chapter title so carefully explained, that's tainted. As much as we see this teenager regaining direction, fighting for purpose, we know that ultimately she's in a coma. A coma in which, in the final moments of the game, she dies.
Meanwhile April's story also ends in apparent death, stabbed in the stomach at the moment of her faith's reawakening, falling into a deep swamp. Kian is arrested for treason, inevitably to be executed. And Faith gives up her ghostly grip on the Wire that is causing the "Static" that would have destroyed the world, and dies.
It's of some note that this remains an optimistic game. Because, as Zoe explains at the end to her unknown audience, the job is for the person hearing the story to pick up on its themes and pass them on. It's a game about the restoration of faith, despite life or death.
It's a game about the power of story and storytelling. Zoe, in death, enters The Storytime - an unexplained place with Aboriginal Australian tones - in which she is asked to tell her story. She's a Dreamer, and her story must be told.
This scene deserves an article of its own.
And despite the significant issues, it's a game with a depth of understanding of how to tell a story.
Despite the graphics having dated in the last five years, the overall look remains remarkably fresh. Which is thanks to its being a game that was directed.
A clear understanding of film technique is evident, albeit occasionally relying on some rather cheesy George Lucasy shots. But that someone had thought about the framing of a scene at all still stands out as a rare treat in gaming. Often the slow pans, carefully timed with the excellent score, are just as responsible for the emotional resonance of a scene as the writing.
As with The Longest Journey, the writing begins with perhaps a little too much cliché and misfired attempts at peppy banter. But again, as with The Longest Journey, the further you go into its 15 or so hours, the better it gets. As Dreamfall exchanges flippancy for sincerity, it creates some scenes that will stick with you forever.
Zoe's discovery of the laboratory in which Faith grew up is of particular note. A mock bedroom, packed with medical equipment, has children's drawings on the walls and toys on the floor. Zoe quite dispassionately discusses objects you ask her to look at.
The Winter is perhaps the most intriguing aspect of the game.
But find the video file of the diary of one of the scientists, that documents Faith's final weeks as she slowly died, and a return visit to that room is bursting with sadness.
Look at the same objects and Zoe explains them with despair, horrified at how the girl had been treated, and devastated by her tragic life. Poignancy is a word so rarely associated with gaming that I didn't know how to spell it. Writer/director Ragnar Tørnquist may be a little too keen to opt for Joss Whedon's flippancy where Aaron Sorkin's sincerity would work better, but when he hits he hits hard.
And his enthusiasm for a haunting phrase of fantasy nonsense is always appealing. "The Undreaming is unchained," we're told as the credits roll. Brrrrrr. I've no idea what that means, but I'm quite certain it's terrifying.
"You belong to the Storytime," Zoe is told. There's a phrase I've been waiting my whole life for someone to say to me.
It's certainly a shame that all this is stuck in between bouts of the horrendous combat and run-and-fetch puzzles. But not enough that it shouldn't be played. Zoe's voice can be cloying, but at all the right moments it hits the tone just right. The few puzzles may be daft, and the "hacking" woefully out of place, but the message behind it all is worth hearing.
It's about faith, and why it's worth fighting for.
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Comments (34) Latest comment 1 year ago
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seen.
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I love this game. I love the characters. I love the locations. I love the art. I love the music. I loved the moment when, playing as April, I came downstairs and realised I was in the back room of the Journeyman Inn, that in the first game you could always see, but never enter. I loved going back to Venice, and the haunting echoes of earlier events that still hang there, meeting Charlie and seeing the way the changes had affected him. I love the moment when, playing as Kian, you can look at the cardboard hovel of a homeless woman and hear his disgust at a culture that allows such a thing, before minutes later walking back the same way as April and hearing her anger at the occupation that caused it. And, yes, for all that Ragnar could really use a script editor, I adore the heartbreaking finale.
One of the few games I imagine I'll replay every year or two for as long as technology allows.
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That aside, John sums things up nicely and anyone wanting a more in depth look at the events of Dreamfall should have a read of his (full of spoilers of course) interview with Ragnar Tornquist here http://www.rockpapershotgun.com/2008/08/...
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Shame about the gameplay, but at least the rest more than makes up for it.
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Didn't they say they wouldn't make the sequel as they were so pissed off about the level of piracy at the time?
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coz Xbox version doesn't run on X360 AFAIK.
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I think it does, atleast you can buy it on the Xbox.
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I'm pretty sure it does run on the 360. I played the downloadable version (from the Xbox Originals range on Live) on my 360, having never played it on the original Xbox. Edit: Here's the marketplace link.
I really enjoyed the tone of the game too. I'd lap up a follow-up.
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I love the ending. I think it's magnificent. Certainly it leaves many questions, but that's what Dreamfall Chapters will be for. But as a conclusion, I think it's a pretty remarkable one.
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Ah, yes. That very scene is (mostly) why I play the game every year.
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I wouldn't have minded these cliffhangers if they'd perhaps been a bit more understated and if they'd perhaps been subtely threaded in to the tale throughout the game, giving them a bit of time to develop. Then they would have been a bit more tantalising and intruiging and would have taken away less from the climax of the narrative threads and character arcs which were actually concluded within the game.
Just my tuppence worth and I'm possibly being a bit harsh as it's been a while since I've played it and I did only play it once so subtle hints may well have existed that I missed as I wasn't looking for them! I just found the end a bit jarring, especially considering how well crafted many other moments in the game were in narrative terms.
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However, even though I agree with most of the points made about the game, I can't agree with the overall tone. I hated the game. I hated it for technical aspects, I hated the action parts, I hated the end (I don't have problems with open endings in stories but this one was just bad and unfulfilling), hated the boring fetch quests and so on. Yes, the story is partially well written, it could have been made into a good novel but the game doesn't really do it justice. Also, that would be the reason it didn't really sell well (yeah, we can always blame the pirates when we refuse to admit making something wrong, can't we?).
I totally loved Longest Journey though. It has influenced me in many ways, similarily to the author's feelings.
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When TLJ appeared on GOG.com I gave it a try and was thoroughly impressed with both the story telling and the atmosphere that Dreamfall appeared to lack (the puzzles still sucked balls though), although admittedly I never really liked April Ryan - she struck me as one of those pretentious art students who was completely detached from reality. However, I never actually finished it because my PC died, taking all my progress with it. I suppose I should have another crack at it one day.
Dreamfall needs a sequel though - a proper full-length sequel and not any of this episodic crap. I just can't see it happening though.
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What's next, Crysis (2007)?
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Don't know how I missed Dreamfall Chapters, had never heard of it. If they ever see the light of day - and that is looking increasingly unlikely, I will be first in line to play them but that will only be to try to find the conclusions Dreamfall lacked. None the less, you can't excuse this game based on the possible eventual completion of another - it needs to be able to stand alone and it just doesn't. Imagine if Tolkien had never bothered to write the last two books of Lord of the Rings. Book one would still be a well written, engrossing story, maybe even worth reading in an academic sort of way to see how well to write fantasy - but you would never recommend it to someone to read for fun because it's just not a complete story and that's how I feel about this.
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[link url=http://www.rockpapershotgun.com/2008/08/20/ragnar-tornquist-on-dreamfall-faith/
]http://www.rockpapershotgun.com/2008/08/...[/link]
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