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The Longest Journey

Click
picture to order the newly released GAME OF THE YEAR Edition.
I remember Roger Ebert once mentioning how Gene Siskel approached
him in the dark,
near the end of the screening of the film Fargo, and whispered, "This is why I
go to the movies." The Longest Journey,
in comparison, is why I have and always will love
the adventure game genre...in some ways, even more than movies.
This isn't a complement to be taken lightly. The story, characters, music, and plot elements
used in this game, are not only better than any
adventure game currently on the shelf; they are even better than most of
the so-called "entertainment" offered in movies and TV shows lately. If that isn't enough to get you to run to buy this game right now,
read on.
The Longest Journey is an
adventure in the spirit of some of the best. It uses the same style of
game engine --2D backgrounds and 3D
main characters-- made popular in titles like Alone in the Dark,
Resident Evil, and the recent Escape from Monkey
Island, yet the game's size still
spans no less than 4 CDs! Many other multiple CD games through the
years have merely given false hopes of lasting more than a short time on
your hard drive; by contrast, The Longest Journey truly lives up to its title. You'll travel to any
number of different locations, through a story that is divided into 15
Chapters, including a prologue and epilogue. To give you some idea of how
popular the story has become: this game originated in Norway in 1999, and
since then has already
been translated to Swedish, French, Dutch, German, and English, with
Spanish, Polish, and Italian versions in the works as I write this.
The lead character is April Ryan, a 24th-century college freshman, and a
3-dimensional character in every sense of the word. You learn early on of
her unfavorable family relationships (the last time she saw her abusive
dad, the resulting fight left him with a broken arm), her friends
(including the typical, rambunctious best friend, who seems to have a new boyfriend
every week), and her ambitions (she is a very talented painter, and has
just entered a school to hone her skills). As in all good fantasy-adventures, she
also has other special powers, and you enter the story just as she's about
to realize what they are, and what role they'll play in her destiny.
As it so turns out, she has the gift of
"shifting": to immediately travel to a parallel magical world
named Arcadia, and back again. Unfortunately, she doesn't yet know how to control this power,
and often finds herself going to Arcadia while trying to fall asleep, wearing nothing
more than what she wears to go to bed. At first, she shrugs these visits
to a parallel world as just strange dreams...until friends start to see
similar visions, too. For some reason, the magical creatures of Arcadia are
slowly finding their way into the real world! It's up to April to
undertake "the longest journey" of her life, explore both
worlds, and try to put right whatever is going wrong.
The places you explore
in each chapter are often totally
different from one another, and reduce any feeling of redundancy. Even
when re-visiting an area, it is often a totally different experience, with
new puzzles and story arcs. You'll start out in a 24th century metropolis, then slowly explore
the magical world of Arcadia, then return to each world to explore even
more. From castles floating in mid-air to underwater cities and a number
of different landscapes and creatures to meet, there's a new sight at
every turn, right
up until the big climax. Creatures are also intriguing, and you'll be
meeting new characters right on up to the second-last chapter. Such
characters range from other humans --all with excellent voice acting-- and
creatures that look like something right out of your favorite fantasy
novel. Even dragons --which are often shown elsewhere in dull, monotone colors-- are animated with style, and often seem
to have a magical glow.
The
production values of this game are excellent. This was made by a lover of
adventures, for other lovers of adventures. Its voice actors are all well
chosen, particularly Sarah Hamilton, as the voice of April. Its blend of
CGI video and 3D acceleration effects are perfect; while on a ship at
sea (shown here), you can see an almost Myst-like storm
approaching in the background, while well animated, 3D-accelerated
characters perform in the foreground. Its story elements are enhanced via
a diary that April carries with her at all times, which can be read either
for further story insight, or perhaps a tip or two of where to go next. As
for the dialog, while the language can be frank at times, it is used for
realism, not shock value, and enhances the realistic look and feel of the
overall game.
April Ryan may not have the fictional figure of Lara Croft, yet she still proves to be much more
appealing. Her
freckled complexion and college-student wardrobe choices enhance the feeling that she
really is just an average college freshman, thrust into not-so-average
circumstances. Her reaction to the events happening around her are
extremely true to life, and far better handled than most of the stoic
reactions Lara Croft gave, in the most recent
"Tomb Raider" sequel. In one scene, April walks past a news
report on a nearby street. What does April do? Why, walk behind the
reporter, check to make sure her hair's okay, and then wave and jump so the
camera can see her. This is an awful lot of animation added for a mere
in-game cut-scene, and it is just a small portion of how well-animated April is
throughout the game. As for her dialog, it is full of quick wit and
lifelike conversation bits, that make every conversational cut-scene a
pleasure to view and hear.
While the adventure does use the icon
interface that made older adventures so much simpler, it does lead to some
intriguing puzzles. Adventure gamers who have been around since the '80s,
will love some of the better puzzles, since many of them are a salute to the best days of classic
adventuring. At least one puzzle would probably have been used by the
Infocom text adventure Enchanter,
or perhaps Kyrandia 2: The
Hand of Fate. In
this instance, you must decipher magic spells based only on symbols, then
smell and touch the contents of nearby, unlabeled bottles, to see if they
are the proper ingredients related to those symbols. Early in the game,
you must make a contraption to retrieve an item, using parts that include,
of all things, a rubber ducky with a hole in it. This is similar to the type of mad-cap
contraption puzzles seen in the best adventure games of old, and it's a welcome
addition.
An
added bonus...? In a game this thorough,
you bet. If you're wondering what the "Book of Shadows"
(see red arrow in picture) is doing in the game's main menu --and
why it does nothing when clicked on-- be sure to click on it
again, when you first complete the whole game. It's worth it! |
I can't express enough how much I loved
this game. It's both at once a great salute to the gaming days of old, as
well as a breath of new life to the adventure game genre. I
liked several games released in 2000; I loved The Longest
Journey. In
truth, my only gripe to be felt was when the game's epilogue was
played, and the
journey was over. At the extreme least, I hope that the excellent writer
and producer of this game, Ragnar Tornquist, does not make this his last
story. I loved this journey, and only want more. There's no
better sign of a great adventure than that.
Click
on picture to Order this game (PC version)
| All text, Title
graphics, and pix not of reviewed product, are created by Techtite,
copyright 2001; all rights reserved. Screen captures of program
reviewed are discrete thumbnails, used only for the purpose of
review, and by no means represent any affiliation with Techtite and the distributors of that product. For further "legalese"
& disclaimers, click here... |
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