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The
Longest Journey
By Annette Bechamp
5/25/00
Article
Discussion Forum
The
Longest Journey brings me back to those days gone by when we
used to gather around a 7 inch monochrome computer screen and
spar with a text parser engine, playing Microsoft adventure
and Zork (text only games). There are no similarities here save
one: TLJ has all the magic and wished-for fantasy that was fresh
and exciting back when we relied on our imaginations to visualize
worlds and the characters that populated them. TLJ is fresh
right down to the smallest detail, captivating the player in
a world that is paradoxically realistic and fantastical at the
same time. April is any teenager, or anyone's daughter. She
is wisecracking and sassy, yet vulnerable. She puts on a brave
front, yet one senses early in the game that she carries hurt
and loss from her childhood days.
First
Impressions
This
isn't just another lame computer game story. This is a story
rich in characters with real emotions, scenarios possible in
another time and place, reactions you can easily relate to.
This is a novel from one of the best of storytellers, but here,
you are invited to experience it in full graphical splendor.
This is a game created for all the dreamers who get lost in
books and music, for the adventurer inside all of us, just waiting
to embark on a quest. Take the journey with April and see what
I mean…
Storyline
We
begin with an elegant tale of magic and science co-existing
harmoniously for a time in a balanced world. The premise for
this story is quite probable in the realm of human nature, given
that it has been historically proven that humans tend to become
bored with euphoric bliss. Although some grow complacent, there
are others that begin to exploit the very things they treasure.
And so it happened here. As the corruption seeped in, the delicate
balance began to teeter and hover on the edge of destruction.
To prevent history from being repeated, as had occurred in other
worlds before, an order called the Draic Kin (dragon) offered
to preserve the balance. They proceeded to separate magic &
science, creating two new worlds called Arcadia & Stark, both
co-existing without association. All manner of living things
were then split up to go to either world. Friends and families
were torn apart; much like our war history of choosing sides.
They appointed a Guardian to oversee both worlds for a length
of 1000 years, at the end of which a new Guardian would be chosen.
The Guardian's responsibility: to monitor and channel energies
in and out of each world, and redistribute the required amounts
of chaos and order to keep each world balanced.
So
out of one world, two were created: the world of reality and
the world of dreams.
April's
story begins with a dream. She receives an inkling of her destiny
in that dream and slowly gleans bits and pieces of information
throughout her journey. Her first encounter with the forces
of good and evil is with her subconscious, but later she learns
to face them in her wakeful state. The action starts as April
wakes up and goes about her daily routine, only to discover
that strange things are happening in her ordered world. She
begins to see what she thinks are hallucinations, until she
realizes that others see them too. She meets a mysterious man
called Cortez who speaks to her about dreams and destiny. He
tells April that she is the chosen one to restore order to the
twin worlds, telling her about a world called Arcadia that she
never knew existed. April learns that because the Guardian is
missing, the balance of both worlds is out of sync. The magical
world called Arcadia is starting to bleed into Stark, which
explains the hallucinations of strange characters and places
the people of Stark are seeing. Because of April's talent enabling
her to open a door and shift between worlds, she embarks on
a quest to find the missing Guardian, as he alone knows the
entrance to the Guardians' realm. Once there, the balance between
worlds must be restored before both worlds are destroyed by
chaos. There's more still. April discovers that she has been
chosen to become the 13th Guardian of the two worlds, and in
the end is responsible for bringing balance to the new Guardian.
Thus, she begins the ultimate journey of her life.
The
world of Stark is ruled by science and technology. It is easy
to see this by the modernized buildings with their sterile environments,
flying transports, hi-tech advances, polluted canals and radioactive
sewers; all built on a city crumbling with decay and despair.
Drug addicts litter the streets, tourniquets still wrapped around
their arms, graffiti assaults the buildings, and street punks
rob people in broad daylight. This is a city without dreams.
Magic
and backward bartering govern the world of Arcadia. People speak
in riddles and consider relaxation a grand occupation. The world
is green and sunny with none of the afflictions that encumber
Stark, except stagnation. They, unlike Stark, are aware of their
twin world and accept it as a normal occurrence.
It
is clear that either world is incomplete without the other.
Stark needs the optimism and beauty from the magic and dreams
of Arcadia. And Arcadia needs the implications of advancement
that Stark brings. Much the same as our world would be lost
without great people wanting to share their dreams.
Characters
There
are so many memorable characters it is difficult to pinpoint
a few, as each brings their own color and unique personality
to their environment: There's April's boss who tries to talk
her out of getting paid with his old world charm. As she mutters
about him under her breath, he responds with his back turned:
"I heard that." April's sleazy neighbor Zack tries to get into
her pants any which way. Her gay landlady goes on and on about
her sex life. Emma and Charlie are her best friends; Charlie
believes her outlandish story because he knows she is a truthful
person. And then there's Cortez with his otherworldly charm.
When she questions stepping into the shift that will take her
to Arcadia, he coins the phrase, "why Alice I'm sending you
through the looking glass."
In
Arcadia, there's the irritatingly chauvinistic (yet strangely
likeable) Captain of the White Dragon who refuses to help April
until she completes several tasks. On one of these side quests,
April confronts an annoyingly superior evil magician that beats
her at a lot of amusing challenges including hopscotch. She
finally bests him at a math contest with the aid of a calculator.
At the marketplace, April cheats a vendor to win a chatty crow
called Bird that accompanies her through her travels, and becomes
her friend for life. And she meets many more delightful characters
such as the Alatien marathon storytellers, the wonderful stickmen
and their humorous anecdotes, and the giant Q'aman whose large
heart more than compensates for his tiny brain.
April:
Lead Character
April
herself is endearing because she is so normal, allowing the
player to relate to or identify with her. She carries within
her the innocence and frailty of youth, that thin thread of
self-esteem that can be strengthened into steel. You can see
in her the little girl still searching for rainbows after the
storm. Through the game you witness April begin to grow with
each new experience. She begins to readily accept her responsibilities
that she shunned at the beginning, wonderfully summing up the
problem and her role to fix it. She also begins to command respect
for her inner being, rather than the outward perception of others.
April's
journey consists of a lot of soul-searching on her quest for
answers to the truth. There is one segment, during what is similar
to a Native American spirit journey, where she confronts her
own mirror image. This allows her to resolve some inner issues
about her self worth and helps her realize how much people care
for her. Other segments where she dances behind a reporter on
camera, as a typical teenager is wont to do, and makes narrative
comments under her breath, all give her the quality of realism
and charm. April and her friends' behavior demonstrate good
examples that underneath the despair there is still goodness
and hope left in the people of Stark.
The
Longest Journey is a marvelous blend of drama and humor. The
developers are not shy about generously poking fun at other
games, as well as themselves. For comic relief, there's a cop
that moonlights as a Shakespearean actor and a reporter that's
a primadonna off camera. If you click on April she remarks to
the effect of "it's frightening to be so aware of oneself" and
at one point makes pirate noises. April constantly talks to
herself and makes witty observations that are genuinely funny.
Gameplay
The
game uses a point and click interface that is completely mouse
driven. Right clicking will give you potential access to up
to three icons, eye (look at), mouth (speak to), and hand (take
or use). Clicking on the mouth will give you conversation choices.
Because of the story-driven linearity though, clicking on most
options will lead to one final conclusion. Sometimes it is best
to go through the longer conversation choices to gain some amusing
anecdotes. The player is also given the option to learn more
of the story or more about certain characters. This is not necessary
for gameplay, but can be insightful. On the menu page you are
given a diary that April writes into as she goes along. This
can be referred to if you miss any part of the storyline or
require greater understanding.
There is usually a logical and intuitive order to the progression
of puzzles in conjunction with the story. You can't always get
away with things in the game environment, which is refreshing;
as most adventure games allow you do ridiculous tasks just to
throw in a puzzle.
Sound
The
voice acting is superb and the best I have ever encountered
in a computer game. Out of the dozens of characterizations,
there was only one that fell short of a truly professional caliber
because the actor was (I assume) trying to differentiate their
voice from a character already played. The sound effects and
music perfectly complemented one another in smooth transitions.
The result was that the game was not inundated with either but
just the perfect amounts to gain the best in atmosphere. From
the giants' mispronunciations to the clicking crab to the swell
of the musical score, a lot of care went into getting the perfect
end result.
Graphics
The
artwork is enough to make you gasp in awe. The first time April
goes out you see a cut-scene of flying machines and belching
smokestacks that is quite wonderful. If you can punch your video
to the limit with 32 bit graphics and 3D acceleration, then
you are in for a masterpiece of visual beauty. The alliance
of 2D rendered backgrounds with 3D modeling, creates a world
of stunning complexity. Each scene is alive with colorful nuances,
Stark with its drab undertones and seedy lifestyle and Arcadia
teeming in vibrant characters and color. The developers knew
the player would want to see some of those cut-scenes more than
once so they put in a video replay option on the menu. Good
thinking on their part, the cinematics are simply gorgeous.
Each scene has a perfect blend of drama and intensity to keep
you riveted, as well as the constant cornucopia of visual delights.
Enjoyment
There
are a few rare movies that come along where every line is perfectly
written and the actors deliver the lines with perfect timing.
TLJ is one of those with a near perfect script. Years ago, when
I first began to read a book called the Neverending Story, it
amazed me the depths of imagination the author had. I kept thinking
the further I read, that it can't get any wilder than this,
but it did. This game reminds me of that book. I wondered if
the story was going to fall off and become mediocre, but it
didn't. It is also the longest adventure game I have ever played.
Not because it has fillers such as ridiculously difficult puzzles
or horrible mazes, but because it's crammed full of dialogue,
locations, characters, puzzles, etc. etc. This is the extra
value meal for adventure gamers, except this game is truly exceptional
and top of its class. It is also one of the very finest examples
of what an adventure game was, is, and should be. It is all
about the story.
Marketing
Efforts Towards Women
April is a likeable, realistic role model for young women. She
isn't overly agressive but she refuses to let people (men generally)
demean her, beginning with deflecting unsavoury comments and
learning further on to use more subtle methods. Even though
the player is given the option to choose different responses,
it is clear by further conversations and cut-scenes that the
developer meant for April to refuse disrespect. Throughout the
game the player witnesses changes to several facets of April's
character resulting in conflict resolutions. But the most important
element is April's moral growth and maturity throughout the
game. Starting with her first reaction of not wanting to get
involved, later she begins a calm acceptance of her role as
a saviour, or hero.
Most
women can relate to April on one level or another because the
character of a young female adult is captured so accurately
it is so very easy to identify with her.
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