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

1

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

2

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

3

"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

4

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

5

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

6

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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  • Tiger_Walts #1 7 years ago

  • wise #2 7 years ago

    yeah, funcom are based in oslo, pretty far away from sweden :)
  • MikeD #3 7 years ago

    It's funny that these adventure developers always seem to want to 'update' or 'save' the adventure game by making their new games not 'point and click'.

    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.)
    Edited by MikeD at 18/04/05 @ 09:42
  • Takashi #4 7 years ago

    Ah, a full 3D adventure game with decent art direction. Thank you. Hopefully the fighting bits won't be Omnicron : Nomad Soul style boring.
  • krudster #5 7 years ago

  • cubbymoore #6 7 years ago

    Please please please be good, after being disappointed with Broken Sword 3 I really need a good adventure game to get my teeth into again.

    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
  • Menace #7 7 years ago

    "nce again directed by Raganer Tornquyst"

    Hehe Ragnar will not be pleased Kristian! =)
  • Decoded #8 7 years ago

    Not really sure what to make of this. "Action-adventure"? Eek.

    And yes, please, please no box puzzles.
  • drks #9 7 years ago

    "
    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...
  • UncleLou #10 7 years ago

    Sorry, but it looks crap. Going from gorgeous pre-rendered backgrounds to below-average 3d hasn't worked for any adventure series so far, imo, and this seems to be no exception. The screenshots are horrible, devoid of any charm or atmosphere.

    I just hope they'll prove me wrong.
    Edited by UncleLou at 18/04/05 @ 09:57
  • MikeD #11 7 years ago

    edit: reaction to drks.

    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.
    Edited by MikeD at 18/04/05 @ 09:59
  • pinhead #12 7 years ago

    Excellent I thought the genre was dead. I love this type of game harking back to my days on the Amiga when this genre was pelntifully supplied with quality titles.

    *Hopes it does'nt crash all the time like KOTORII on the xbox*
  • Kiigan #13 7 years ago

    Heh, I knew someone would mention the box-puzzles in Broken Sword III. What a disappointment that was.

    On the other hand, Syberia 1 and 2 were fantastic. The adventure game lives on :)
  • Decoded #14 7 years ago

    Good point, Lou. Thinking about the incredibly beautiful pre-rendered backgrounds in Syberia II makes me somewhat disappointed that Funcom are going with 3D for Dreamfall. Sigh.
  • rogermellie #15 7 years ago

    It sounds quite interesting and I also would prefer the 'point and click' interface. I did enjoy Broken Sword 3, but ironically not as much as their earlier versions.

    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.

  • jellyhead #16 7 years ago

    Love point and click, love BS:3 and Grim Fandango and agree that if the fighting is to be part of the game but isn't done properly it's just a mini-game which will seem out of place and just annoy and frustrate players.
    ... but oh golly i am looking forward to this game.

    / jumps up and down
  • UncleLou #17 7 years ago

    For anyone longing for a classic point and click adventure, I can (only based on the demo though) recommend the latest game of the Syberia team, Still Life.

    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.
    Edited by UncleLou at 18/04/05 @ 10:36
  • Retroid #18 7 years ago

    There are still plenty of gamers out there who love adventure games and little else. I just hope this gets things right and sells a decent amount, it'd be tragic to lose any more potential advenurey groovyness.

    /Plays SCUMMVM (why won't you port it to Ngage? WHY??)
  • kalel #19 7 years ago

    Great a game as Grim Fandango was, the control system was horrible. Truly, truly horrible. If you think the forklift truck controls of Resident Evil and Tomb Raider were bad then you've seen nothing compared to GF.

    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.
  • Tiger_Walts #20 7 years ago

    The Still Life demo from the makers of Syberia was very good (And didn't crash my laptop). Looking forward to that too.
  • rogermellie #21 7 years ago

    starmonkey: "At the end of the day - it's about a great story and characterisation."

    I agree, but after the huge effort that is spent on the 3D envionments it always feels like an after thought.
  • Kami #22 7 years ago

    The "Adventure Game" is not dead... just sorta stuck in a rut, I think. The problem, from what I can see, is the total lack of what the games should be about. Hint to developers: the clue is in the word ADVENTURE. I personally couldn't give a flying *bleep* whether it's a 3D Adventure or a P&C Affair, you buy an adventure game for exactly that purpose: adventure. A lot of "adventure" games just miss the point entirely. After all, you wouldn't buy a survival horror game without the horror in it. Nor would you buy a fighting game with no actual fighting. Or a puzzle game with no puzzles. So why most developers expect the general public to buy adventure games with no actual adventure is completely beyond my understanding.

    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...
  • spelk #23 7 years ago

  • Scimarad #24 7 years ago

  • terminalterror #25 7 years ago

    Not that I'd mention any in particular... *cough*Broken Sword: The Sleeping Dragon*cough*Escape From Monkey Island*cough*

    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.
  • otto #26 7 years ago

    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 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
  • otto #27 7 years ago

    Awww don't mind me, I'm just having an 'out there' rant. I'm pissed off (a) because it's not coming to a platform that I own, (b) because they've gone 3D and (c) because they've crowbarred in a bit of 'action' simply as a way of dodging the point & click genre. Now they can call it an 'action adventure' and it'll be reviewed as such by all the big sites and not immediately dismissed out of hand. I suppose I shouldn't blame Funcom for trying to avoid being put in the P&C oubliette by the likes of IGN but I don't have to like it, Christ knows us adventure lovers don't get much in the way of relief these days. Computers have so much potential as a medium for story telling and art, why does everything have to pander to people who like action games? What about the rest of us? >:(
  • Shadar #28 7 years ago

    Ragnar Tørnquist, actually. Or Ragnar Törnquist if you want to avoid using Norwegian vowels. And yeah, that's actually Norwegian, and not Norwegeian.

    Come on, people! We're practically neighbours! ;)
  • Royal Fool #29 7 years ago

    "not a cartoon network inspired platform game."

    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.
    Edited by Royal Fool at 19/04/05 @ 12:32
  • MikeD #30 7 years ago

    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.

    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.
    Edited by MikeD at 19/04/05 @ 13:04
  • mal #31 7 years ago

    "We built this city on sausage rolls' - heh!

    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?
  • kururin #32 7 years ago

    The point&click fan in me has got much more interest in this than the really bland looking/feeling Still Life.
  • O.T.O. #33 7 years ago

    "The Longest Journey" is like life today. The that wants to make a new Babylon and the reborn of Anti christ. Begingen now up to 2012.