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For those lucky people who have played The Longest Journey, they
already know how amazing Dreamfall is going to be. Well, I can reassure
any worried fans or bemused newcomers that, as with the original,
Dreamfall is revolutionising the way RPGs are made. This, however,
is not a game for those just wanting a quick, uneventful story and
a never changing line of shoot 'em up games (see Wolfenstein 3D
and then see any new one you can think of; they're the same), but
for those who are sick of samey and completely underdeveloped plots,
you are going to be in ecstasy playing Dreamfall.
The
story starts in a seemingly unusual place, with Brian Westhouse
in a Tibetan monastery writing a tome. Those who played the original
know that Brian Westhouse was the man who helped April Ryan when
stuck in Arcadia, and they may remember him mentioning that he wasn't
a Shifter; this is the beginning of how he got across the divide
between worlds. At that time he was an older man and he looked like
he'd come fresh from the Wild West era, but this time it's the start
of his journey to reach Arcadia, a journey that took him years,
although from the outside it was near three centuries.
The
head monk calls on him and takes him to where they're performing
a ceremony; you're then given some time to get acquainted with the
controls before being shoved onto the dais to be transported, although
not by a shift. Brian then stumbles out on top of a giant glacier,
with someone babbling that he's not supposed to be there, that they're
coming, and all the usual crazy talk that you expect from the opening
to a cheesy science fiction movie, except for once this isn't crazy
talk - they're actually coming. As though someone punctured the
sky, black starts seeping over the blue like an oil slick on water;
it's The Undreaming and the place isn't Arcadia at all.
After
Brian is grabbed by tendrils of black, the scene changes and we're
now with our new heroine, Zoë Castillo, a twenty-year-old college
dropout living her life on her bed watching TV, as she tries to
figure out her place in the world. She lives with her dad in post-collapse
Casablanca and is performing her daily ritual of avoiding the gym
by holding her bed down, when the TV goes weird and shows a small
girl, oddly reminiscent of the girl in The Ring, saying,
"Find her. Save her." The TV goes back to normal and she dismisses
it as a viral ad or static on the Wire, before her phone starts
ringing, reminding her that she's got to go to the gym. Either thinking
she's gone crazy from too much TV, or bored by never seeing anyone,
she decides to go.
You
then go downstairs and talk to Gabriel, Zoë's father, and find out
that he's going away on a business trip and won't be back for a
week or more. On your way to the gym you run into Olivia, one of
Zoë's best friends, and go into her store to talk with her. While
she's out of the room, for a second you'll see the girl again on
the screen, saying, "Find April. Save April." Olivia didn't see
it and Zoë starts doubting that it's just a viral; you get a chance
to talk with Olivia about life and the usual stuff before she remembers
that she has something to show you. It's a program that blocks your
connection to the Wire, which is essentially like having everything
tagged to a police state broadband service, allowing them to track
your movements and everything you do.
Once
you decide to stop procrastinating, it's onto the gym. You meet
your instructor Jama and get your first taste of combat; this is
lightly used in the game, which is rather thankful, but nevertheless
it is a useful tool in the story, and as it's only a training session
you can repeat this as long as you want, until you get good enough
to win. On your way out (very quick gym, I want that kind of a gym)
you pass a screen on the wall and you see the little girl again
who says, "Find April Ryan. Save her." At this point, anyone who
has played The Longest Journey might want to remember back to the
trials April went on when she was trying to get to the tower of
the balance; those who haven't played the original really should.
You
get a call from Reza, Zoë's ex-boyfriend, who needs to talk to her,
so the two meet up at a coffee shop and begin discussing Reza's
work. He's an undercover reporter who works for an underground newspaper
that breaks news stories that people are willing to kill to keep
out of the public eye. Reza reveals that he's working on a big story
and asks you to collect a package for him, using his undercover
name, Jericho, from the scientist Helena Chang in the Seshadri corporate
building.
After
losing contact with Reza, escaping police custody, getting assaulted,
breaking and entering, assaulting someone, and a multitude of other
criminal offences, Zoë ends up hooked up to what appears to be a
new form of drug - well you can't say it wasn't coming to her. She
wakes up in her underwear in the image she'd first seen of the little
girl, on a big white snowfield, with the little girl telling her
once more to find April. This place is one of the fragments left
from the action of dividing Stark (the technological Earth, our
Earth) and Arcadia (the magical Earth), which was either overlooked
as insignificant or was unable to be removed. It also shows a striking
similarity to where Brian emerged, and as he wasn't a shifter, it
is more than likely how he journeyed through the divide; the only
question is, why are you here?
Don't
expect to stay long, as before you get anywhere you fall through
the ice and wake up in a subterranean city, with two trolls standing
sentry. Welcome to Arcadia - the game has just got weird, folks.
You find your way out of the city and into Benrime's inn, which
has changed little over the past ten years, but now houses an underground
movement. The city wasn't destroyed at the end of the last game,
but 'rescued' by the more technologically advanced Azadi, who have
since outlawed magic, and you can quite easily guess how that's
going down in the world.
While
there you'll find yourself in search of April, now turned freedom
fighter and head of a full-blown rebellion. She leads terrorist
strikes against the Azadi, and when they hear you making a bit too
much noise while looking for April, they capture you on suspicions
of being a spy. When they find out you're from Stark, one of April's
magical accomplices tries to force your mind to open a shift, but
you simply vanish, leaving a pile of clothes behind - make sure
to say hello to old Ben Kenobi!
Now
we can all take a breather. That much of the game should take you
a good few hours to play through, and with most modern games it
seems like this would be over a half of the actual game, but like
I said before, as with its predecessor, Dreamfall is revolutionary.
The gameplay should be measured in days not hours; the best way
to describe it is as an interactive video-novel, because the game
just has so much story and depth to it, as well as many excellent
twists. The original had over fifty hours of gameplay and I would
say that this game has the same, if not more. I recommend making
some sick calls to work, because one way or another, you're going
to be out of commission for well over half a week. It's now your
job to stop the collapse from happening again, to find out how you're
supposed to save April Ryan and what the mysterious Azadi assassin
Kian has to do with all of this.
The
graphics in Dreamfall aren't on par with the most recent first person
shooters, but the rather depressing thing is that they can put up
an extremely good fight, whilst still having about a bajazillion
(new number; bajazillion means a bajillion zillion, both made up
numbers) times better storyline. Music and sound, while not having
heavy influence in the game, do compliment the locations very well.
Anyone who played The Longest Journey will notice a subtle difference
in the music around Marcuria, thanks to the arrival of the Azadi,
and it's touches like this that really help make a soundtrack great,
rather than just plastering music in because they thought people
might get bored during the quiet bits.
The
gameplay is just indescribably great; I normally wholeheartedly
detest mini-games that are forced into the actual progress of gameplay,
but the mini-games for lock picking and the electronic security
hack that you receive from Olivia are just great, very reminiscent
of the mini-games in Anachronox. The electronic security hack that
you use to break locks reminds me of PAL-18's own electronic security
hack, which is in itself a delightful treat in any game.
The
controls are simple; anyone who can't use them really should have
a ban keeping them at least five miles away from any technology
for risk of destroying the world with a logic paradox. They really
don't need any explaining; anyone with an IQ higher than a gopher
that tried to take on a bus, which technically includes any living
creature and quite possibly some plants, should be able to figure
them out within the space of time it takes to pick up the controller
or sit down at the keyboard.
Once
you're in Dreamfall, you're in for the full ride, and this isn't
some sissy kids' ride; expect the story to make grown men cry. The
emotions in it are sure to build up to a boiling pot like its predecessor,
The Longest Journey; expect it to pull your heartstrings more than
when Crow found out the meaning of his name in the first game, and
threatened to abandon April. I really have no bad word to say about
Dreamfall and I can find something to complain about anything -
it's deeply disturbed me that my ability to complain has been stolen.
Dreamfall:
The Longest Journey has the most engrossing storyline ever and without
a doubt it will hold the title as my favourite game ever, until
a sequel appears. People, pack your lunches for the next week, because
Order has remained for far too long and it's now time for Chaos
to take the helm - so just dive in, start falling and let yourself
go.
Reviewed by Nik Gregory for AceGamez (All Rights Reserved).
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