For various reasons, such as blogger's increasingly bad layout and not wanting to support the growing google monopoly too much, I have decided to move my blog to the wordpress platform. The link is here :
All my previous posts have been transferred over and can now be found on the wordpress blog, as will all future posts, and this page will probably not updated in the future.
My Swedish language blog Skrivet Mot Vinden has also moved over.to wordpress, you can find it here
The Longest Journey is a point-and-click adventure game, developed by the Norwegian studio Funcom and first released in 1999.
It’s
story centers on April Ryan, an art student in the American city of
Newport, a fictional city in the 23rd century. It is a high-tech
corporate-run Cyberpunk world. April has some strange experiences, which
leads her to discover that this is actually only one half of the world.
Many millennia ago, the world was split between the forces of science
and magic to keep humanity from descending into chaos. It created a
world of science and technology named Stark and a world of magic named
Arcadia. Arcadia is a medieval fantasy world. A force called the balance
keeps the two worlds in order, but it is breaking down, under threat
from a group called the vanguard that wants to tear down the division.
April has the rare ability to shift between the two worlds, and it is
her task to restore the balance.
This story has its twists and
turns, but it is actually quite simple at heart. It is a standard
fantasy story of the hero who has to fulfil the prophecies, defeat the
forces of evil and save the world. There are some suggestions,
particularly at the end, that this good vs. evil story is not all there
is to this world, but this game at least doesn’t really explore it.
What
makes this story work and not come across as superficial is the
excellent character and dialogue writing and worldbuilding. The
characters are so distinctly written and memorable. The game has plenty
of humour but there is also serious substance to the characters and
world.Ragnar Tørnquist was the writer of this game, and it is a work of art.
The game does take time to develop its world and plot in a truly extensive manner. The Longest Journey
might be named after a Dag Hammarskjöld quote, but it also lives up to
its title by being an unusually long game, especially by adventure game
standards. I reckon it took me around 16-18 hours to play, about twice
the length of most adventure games. And the writing actually is able to
support a game of its size.
April herself is foremost among the
game’s great characters. She is a great protagonist. She is a quirky and
snarky young adult whose kindness, bravery and intelligence leads her
to become a saviour of the two worlds. She is loveable and funny in a
way that makes an ideal companion for the player to explore the world of
The Longest Journey.
The supporting characters are
similarly well-written. Perhaps the chief joy of the game is that they
help April and are helped by her in return in ways that endear you to
them and make the relationships quite touching. The friendship between
April and her sidekick the talking bird Crow is perhaps the highlight,
but the people she meets on the steps of her journey are all great. You
have a constant sense of meeting and helping well-developed characters
and even cultures on your journey in a way that makes playing The Longest Journeyquite fulfilling.
The
dialogues in this game are admittedly often very long, this is one of
the talkiest adventure games ever made. And there are entire characters
who have almost zero to do with the plot you can have long conversations
with. Yet the dialogues are so well-written, creating distinctive
characters and making the world feel alive.
It helps that the
voice acting in the english version is excellent. Practically all the
voices are great, butspecial praise must go to Sarah Hamilton as April.
April is in the game the whole way through, having things to say about
everything you can click on and long dialogues with just about every
character, and this is a long game. She therefore has an unusually large
amount of dialogue compared to not just other video game characters but
perhaps even fiction in general.And Hamilton’s performance is excellent
all the way through this long and difficult role, hitting all the
different emotional registers April goes through.
In large due to
the excellent character writing, the worlds in this game feel
believable. They are also well-written and developed in other ways.
Stark is based on the cyberpunk’s genre critical depiction of a world of
high technology turned to the sinister ends ofcapitalism and big
corporations. The Longest Journeytakes up and continues that
criticism with its sharp satire of technological capitalism. This satire
still rings true. A very early-game highlight is the computer in the
hallway in Alice’s boarding house that tries to get you to buy voice
control for it when it already has voice control installed, but “only
for sales purposes”. This satire takes a darker turn later in the game.
There is depiction of severe class differences and poverty, with people
ending up having to sell themselves into virtual slavery on space
colonies. The villains fittingly are in Stark organized into a complex
mix of new age religion and multinational corporation.
Yet Stark
feels real in a way that many Cyberpunk dystopias don’t. It helps that
it is not fully a dystopia, there is still happiness in the world even
if you are not part of the rich elite. You start the game in a small but
not pod-sized apartment, and there are still parks and art schools and
cafés around. It doesn’t feel tonally inconsistent with the rest of
Stark and Newport, it feels like a natural continuation of our world
where there are both areas of misery and relative happiness, even when
you are not rich.
Arcadia is no less well-developed. You get to
explore Arcadia quite thoroughly, not just encountering different
characters but different cultures as well. There are a race of
earthdiggers, one who experiences past, present and future
simultaneously, stick people, merpeople and flying lizard people. April
is a curious and tolerant person, who is able to listen to and
understand different perspectives and become a part of all these
different cultures. It is very rewarding world to explore that feels
very alive. The player gets to develop a close connection to most of
these cultures, even exploring their stories and myths. It develops into
a theme of tolerance and understanding between different cultures, and
an important goal is to create peace between two different people at
war, that were once one people.
The art really helps in making the
game’s world feel so interesting. Graphically the game is 3d sprites
moving across 2d environments. The 3d sprites are admittedly not good at
all. The character design is okay but the execution in the actual game
engine looks just ugly and is awkwardly animated.
The 2d
backgrounds, however, are still impressive and look just gorgeous to
look at. The detailed and well-executed art helps to make the world feel
so immersive. The music is relatively sparse, but quite effective and
haunting.
Today, there are also technical issues that comes with
running the game on modern systems. The GOG version doesn’t run that
well. but amazingly SCUMMVM supports it and makes it run like a charm,
in widescreen too.
The point-and-click gameplay is flawed but
actually quite good. The logic of what you have to do mostly makes sense
and the challenges feel satisfying to solve. There are only about 3-5
really hard or complicated puzzles, and I would only name one as truly
illogical (the infamous rubber ducky puzzle). There is some pixel
hunting nonsense, you can press X to bring up symbols that highlights
all exits on the screen but nothing similar exists for ordinary
interactable objects. But it is not that bad, what you need to find is
usually easy to find if you are dilligent in your exploring. It helps
that this game is Lucasarts-style (the game actually references Guybrush
Threepwood) in the sense you can’t die or end up with a dead end. Of
course that means scenes where you are supposed to be under direct
physical threat from another character end up being not threatening at
all, but that’s a worthy trade for not punishing the player with death.
The
great writing also helps motivate the gameplay, the characters and
environment are so likeable that you you want to explore and help
people. This is what makes The Longest Journeysuch a great adventure game, one of the best of its kind.