Dreamfall: The Longest Journey Preview
Keeping the spirit of adventure gaming alive on PC and Xbox.
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Is the adventure game dead, or has it merely evolved? There's little doubt that the traditional 'point and click' style is now commercially dead at least; the last rites surely having been administered when LucasArts declared the (apparently rubbish action adventure travesty) Full Throttle 2 and Sam & Max: Freelance Police unworthy of an apathetic audience - or perhaps it was the other way round. They may have got that call badly wrong, but when rivals Revolution failed to hit big with the THQ-published Broken Sword: The Sleeping Dragon, you could concede they may have been right to play safe. Rightly or wrongly, the vast majority of buying public just doesn't seem to care for deep, involving, narrative-heavy games anymore. Even Silent Hill and Resident Evil - the last big-name concessions to puzzle-rich narrative-heavy adventuring - have become far more action-oriented in their respective fourth incarnations.
But not everyone sees it that way. Five years ago The Longest Journey emerged to rapturous acclaim at a time when the adventure game was still - just about - a genre that piqued the public's interest. After 18 months in development, last week Norwegian developer Funcom finally took the wraps off its latest work-in-progress build of Dreamfall: The Longest Journey, taking us through the first section of this 'action adventure' game to give an overview of what to expect in this long-awaited sequel.
Action stations
First of all, adventure fans needn't panic too much at the sight of the 'action' in their adventure, for while it does have action set-pieces (with hand-to-hand combat, for example), the central gameplay premise is still very much based on investigative intrigue, full of rich conversations, lateral thinking, lavish and atmospheric locations and all the components adventure fans will love without alienating the mainstream fans of traditional action based titles.
Set in the same 'universe' as the original (and once again directed by Ragnar Tørnquist), Dreamfall is based around a similarly "epic blend of near future science fiction and magical fantasy" and takes place in three different - but connected - worlds: Stark, which is basically Earth in 2219; Arcadia, a magical fantasy world; and the mystical Winter.
Not wishing to give too much away at present, Funcom shows the game's intro sequence, where a man walks into a Tibetan ritual in the 1930s and for reasons that will presumably become apparent gets bathed in light and probably whisked off to another dimension.
Girlfriend in a coma
But the first chapter gets underway properly from the perspective of Zoë Castillo, one of the three playable characters in the game. Her story kicks off with her apparently in a coma, with her father Gabriel by her side in the bedroom talking softly to her and hoping that she can hear him.
"We wanted to set the mood here and lull the player into a sense of well being. You're in Casablanca, Africa. The Earth has changed, Europe is in a shambles, the US is run by a corporation, and Africa has become the superpower," Funcom's Jørgen Tharaldsen explains. "We take the story back six weeks before Zoë ended up this way - we compare the first chapter to a good thriller, building layer on layer to get to a grand finale.
"So, you start off at Zoë's family house. She's just come back from Cape Town having just broken up with her boyfriend, and is really at a crossroads for her future - this is where you come in.
"You start off in the bedroom, and like much of the game there's really no time pressure. We're trying to bridge the classic point and click," Tharaldsen asserts, "so you can just look around and find out different things, and if you want you can look at the pictures in room and get used to the controls."
Return to splendour
"We're trying to focus strongly on ambience, to create a believable universe," offers Tharaldsen, demonstrating the new console pad control system that uses the right stick to focus a cone of light around the room ("If there's something to interact with an icon comes up")."We think this makes the exploration more interesting, and have invested a high attention to detail to give the player lots of info to flesh out the details of the world," adds Tharaldsen. The level of graphical splendour and attention to detail is, as expected, lavish. Fans of detailed, atmospheric scenes will be in their element.
Much like any traditional adventure, a fair chunk of the back story and snippets of incidental information is locked away in the objects and locations you visit, and as such the game relies on a much slower pace to let the player really soak up what's around you. Using an Xbox pad plugged into his PC, it's apparent that the console command interface will be slick and intuitive, with blue for descriptions, green for the 'cinematic' camera, and green to carry out context sensitive actions.
In a nod to Japanese cult horror classic 'Ring', Zoë keeps catching a glimpse of grainy video footage that keeps appearing on TVs and monitors whenever she's nearby, showing a little girl with long dark hair apparently pleading for help. "Find her, save her," the message says. Creepy. Initially Zoë assumes it's 'static on the wire', but the second and third time it happens, the penny begins to drop. Annoyingly, no one else present seems to be in a position to see it at the time.
We built this city on sausage rolls
Taking us through the remainder of the opening chapter, Zoë ambles down to the nearby gym heading out into the Casablanca of the future - "the most boring street in the world," according to the lead heroine. "We tried to take the way it looks and spice it up," Tharaldsen explains. "There's a stunning cityscape, with a bigger landscape and taller buildings, but humans are still humans."
Once at the gym Zoë hooks up with her friend Olivia, giving us the first example of the conversation system in the game. Using the standard multiple choice mechanic, it's a straightforward continuation of what adventure fans will be familiar with. "You can see what the character thinks, but we put you under no time pressure. Here you can follow her to the store or go to the gym. Offering choices and variety to the player is very important to us," nods Tharaldsen.
To introduce the action element of the game the next task for Zoë is to attend her first self-defence class; but we're assured "this is not Soul Calibur - combat is one part of the gameplay, but it's quite straightforward". In the subsequent section, Zoë's ex-boyfriend Reza asks her to pick up a package from a contact called Helen Zhang at a company called Jiva. But when the unhelpful receptionist at the firm denies all knowledge of the package Zoë realises something's up; and if she was in any doubt that was the case, the sight of the receptionist attacking her spells it out loud and clear.
Put 'em up
Forced to use your newly acquired self-defence moves, the game gives you your first chance to engage in real-time fisticuff action. A few kicks and chops later you're off to free the trapped Ms Zhang from a gas chamber. Erk. Whatever's going on?
"Someone's destroyed the locking mechanism inside the chamber. Again there's no time pressure. Here you see the woman pointing up, so you have to climb up towards the ledge and free her, but this is no Mario," Tharaldsen assures. Mercifully, the action element of the game is used as more of a means to spice up the visual side of the game than trying to rely on it too much to draw in the casual action gamer.
With the mystery 'package' safely secured and Zhang rescued, it appears there is more than one solution to the problems you face. "We want people to choose their way through the game," he notes. "Although there is one ending, how you get there is up to you. Sometimes you can sneak past them, distract them, take them on.
"This is a great evolution of games and we're trying to be at the forefront," Tharaldsen says confidently.
Reza's edge
Back at Reza's empty apartment it's already ominous when a black cat jumps across your path and out of window. Sure enough, a woman lies dead on the floor behind a couch with a device next to her. To rub it in, the spooky "find her, save her" message pops up again just to freak Zoë out a little more. And, to make matters worse, a bunch of commandos storm the building and take the hapless protagonist into a cell to interrogate her - at which point the first of the game's 13 chapters comes to its conclusion, along with our demo session.
The full game is being billed as a "fantastic journey" [quite a lengthy one too -Ed] and a "thriller" by the Norwegian studio. "There are 13 chapters in total; with each character quite different in terms of their personalities, skills and story. We're trying to lead the players on a fantastic journey, both physical and spiritual, with laughs, action, challenge and variation. We want to deliver a different type of game. We reckon it'll take around an hour a chapter, so 12 to 15 hours of gameplay in total. If you like to explore, then maybe more," concludes Tharaldsen.
Although we'd have to wait for a proper hands-on session to really decide whether Dreamfall is the "great evolution" of the adventure gaming genre that Funcom is billing it as, it's certainly heartening to see someone trying to push the criminally ignored genre forward. The dialogue is sharp, the puzzles smart and satisfying and the visuals as lavish as you'd hope. And with multiple awards behind them already there's every chance the developers at Funcom might just come good on their promises.
Dreamfall is on track for release towards the end of the year on PC and Xbox.
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Comments (33) Latest comment 7 years ago
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Invariably the adventure public (which is still around, it may be commercially dead compared to the big budget games of other genres, but it's still around and makes a profit) then turns to point and click games of other companies. And other gamers ignore the product as well, because they're hardly full-out action games and miss the hype of other products.
Broken Sword 3, Monkey island 4. (to a point Gabriel Knoght 3) Both tried to update to a new control system and neither were particularly effective in the market place. While the point and click Syberia and myst games are fan favourites (for example at justadventure forums).
I was a big fan of 'The longest journey' so I am still hopeful for this project. But I would have preferred it to be point and click. Not because I have no faith in the developer to make a great adventure game. but because I haven't seen an adventure developer make a good direct controlled actioney game yet. (o.k. broken sword 3 was alrightish.)
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Regarding the combat, I believe it should either not be there or go all out with it, otherwise it's just a minigame.
/preys for no box puzzles
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Hehe Ragnar will not be pleased Kristian! =)
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And yes, please, please no box puzzles.
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I was a big fan of 'The longest journey' so I am still hopeful for this project. But I would have preferred it to be point and click. Not because I have no faith in the developer to make a great adventure game. but because I haven't seen an adventure developer make a good direct controlled actioney game yet. (o.k. broken sword 3 was alrightish.)"
grim fandango...
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I just hope they'll prove me wrong.
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Heh, o.k. that's 1.
And look what Tim Shafer has done now. He proclaims the adventure genre dead in interviews where he tries to sell his mediocre (played the demo) platform game. (like fluffy bunny says) So it didn't help him much. Well, maybe him, but not me. because I'd love to see a dark cool game by him. not a cartoon network inspired platform game.
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*Hopes it does'nt crash all the time like KOTORII on the xbox*
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On the other hand, Syberia 1 and 2 were fantastic. The adventure game lives on
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As much as I love 3D FPS or RPG games, the hand drawn artwork of Monkey Island 3 and Broken Sword 1-2 still surpasses anything my PC or consoles can generate using polygons.
I don’t think the PC journalists helped the ‘point and click’ adventure genre. During the mid ‘90s PC magazines were focused on games using the latest 3D hardware.
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... but oh golly i am looking forward to this game.
/ jumps up and down
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The problem is, the puzzles in the demo were very easy, but the atmosphere is pretty good.
edit: Should be out one of these days.
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/Plays SCUMMVM (why won't you port it to Ngage? WHY??)
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Also, while we're on the subject, the obscurity of some of the puzzles in it were also ridiculous. Don't get me wrong. I'm a massive P' 'n C' fan, but Grim is much more about style and humour than it is about good puzzles and control.
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I agree, but after the huge effort that is spent on the 3D envionments it always feels like an after thought.
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I don't think the genre is dead, but there's been an awful lot of *bleep* passing itself off as "Adventure" since the PS1, and the genre just has a really bad name and no sense of direction any more. The gems get snowed under by rubbish. This is made worse by those gems either never being followed up (Usually the case), or being followed up by some downright shoddy sequels. Not that I'd mention any in particular... *cough*Broken Sword: The Sleeping Dragon*cough*Escape From Monkey Island*cough*
Dreamfall: The Longest Journey sounds really interesting, might be one of those little gems... my fear is, that it gets overlooked for some other "Cool" title when it is released... the end of the year - the Xmas period... IMO, worst time to release a game like this...
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http://www.ragnartornquist.com
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OK, so the having to learn all the combos and heirachy of the moves in Monkey Combat (randomly generated so you couldn't look it up) was a tad annoying, but fighting a giant statue of LeChuck from a giant monkey robot was fantastic.
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In which case you have to ask yourself what's the point?? Did they just stick it in there to avoid being ignored by the twitch-monkeys? What a stupid design decision. TLJ was easily one of my favourite games of all time but this idiotic move to pander to the adrenaline junkies has really pissed me off. Also from those screens the equally stupid knee-jerk move to go 3D hasn't paid off at all. Bah!
And, PC and Xbox?!??
Jesus. What a tragedy. I wait years and years for a sequel to one of my all-time fave games and it looks as if they've dumbed it down for the counterstrike monkeys.
/pissed off
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Come on, people! We're practically neighbours!
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You have real issues if you think Psychonauts is just a mediocre platformer. It's the coolest platformer I've tried in the last few years.
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The demo?
Well, you have fun with it then. It didn't appeal to me.
And the only issues I have are with the game not being a whole lot of fun. The fact that you think someone has issues because he did not like a game you like says more about your issues than mine.
Heh.
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I don't care what the graphics look like. I don't care whether it's got action in it or not. I don't care if it's point and click. I just care if it's got a good story. So very, very few console games have.
Oh, and by the way, I always thought that point and click was a dumbing down exercise anyway. How exactly do you enter 'HIT DWARF WITH FLOWERS THEN RUN AROUND GIGGLING' using point and click?
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