Posts Tagged ‘The-Longest-Journey’

Hands On: Dreamfall Chapters

By Adam Smith on May 20th, 2014.

Dreamfall Chapters opens with a series of nightmares, wasting no time before informing the player of the high stakes and gravity of its multi-threaded plot. It’s a personal story, of family and sacrifice, but the potential consequences are cosmic. In truth, it’s not a single story at all, it’s a collection of stories within stories and about stories, taking the disparate worlds of The Longest Journey and weaving a larger tapestry. I’ve played the first three hours and found something quite different to the point and click adventure I was expecting.

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RPS Think Tank: Let’s End This

By Quintin Smith on September 13th, 2010.

Press A to win game.

Game endings, then. They’re crap, aren’t they? Even games that tell engaging and creative stories have a habit of foundering abruptly instead of providing a satisfying finale. Maybe it’s because statistically, developers know less people will see the ending than any other part of their game, and a finale is a lot of work. Maybe it’s because creating closure is an entirely different discipline to holding someone’s attention.

We could have sat theorising in the RPS chatroom all day, but instead we collaborated on something far more proactive and arrogant: rewriting the endings of five of our favourite games. Check out our maddened riffing on Borderlands, Half-life, The Longest Journey, Morrowind and System Shock 2 after the jump.
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GoG Releases The Longest Journey

By John Walker on September 17th, 2009.

OH GOOD GRIEF, John's going on about The Longest Journey again.

Any excuse to post about The Longest Journey. That’s my motto. And this is quite a good one. Good Old Games are putting emphasis on that first G today with the addition of one of time’s finest adventures (and the game that’s most important to me) to their catalogue. It is of course also available on other download sites, but getting it via GoG means it’s DRM free, and it turns out, cheaper (just)! Hooray (just)! If you’re in the right country! TLJ is currently £5.99/9.99€/$9.99 on Steam. Via GoG it’s $9.99, which translates to £5.45 in the UK, but for our European allies it plummets to 6.11€. If you want to know more about the game, and why it’s so damned special, there’s a million squillion things to read about it on this site. If you haven’t played it yet, I hate you. But I’m prepared to forgive you.

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Mystery Is Important: Dreamfall Chapters Snippets

By John Walker on February 27th, 2009.

Storytime.

Dreamfall Chapters news comes rarely, and often without detail, but Funcom’s Ragnar Tørnquist has sneaked out a couple more bits and pieces. Bits and pieces he’s quick to stress are unofficial, from him, and not representative of Funcom. First and foremost, that it definitely still exists. In the sense that it hasn’t been given up on. While Funcom is in a bit of turmoil, making a sizeable loss and losing their CFO, it’s good to know that Tørnquist and his The Secret World team (who have a lot in common with his Dreamfall team) are still continuing at full speed. And it’s good to know that the thinking is long-term, and that Chapters is still to come. Now a few more details about how Chapters will work have appeared.

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Ragnar Tørnquist On… Dreamfall & Faith

By John Walker on August 20th, 2008.

He's basically her ventrilloquism puppet.

In this final part of our interview with Ragnar Tørnquist, we begin by discussing why he writes female characters for the leads in his games. Then we move on to get to grips with the story behind Dreamfall, the problems with the game, and eventually the roll of faith in Ragnar’s games. We finish by discussing the potential for Dreamfall Chapters. It’s been a while, but just in case the below contains complete spoilers for both The Longest Journey and Dreamfall.

Before we begin, I want to get sappy for a moment. It was a dream come true for me to discuss TLJ and Dreamfall like this. Both games had their flaws, but I will argue until death that barely any other game parallels their storytelling. As the faith model below should show, Ragnar and his team care about story in a way that should embarrass the crap out of most developers. Story matters to me, and I tip my hat to Ragnar and Funcom for letting it matter so much to them.

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Ragnar Tørnquist On… The Longest Journey

By John Walker on August 19th, 2008.

Life size! Zoe too.

In part two of our interview with The Longest Journey creator, and project lead on The Secret World, Ragnar Tørnquist, we get down to discussing The Longest Journey and Dreamfall. TLJ is a game that’s very special to me, and one I credit as having affected my life.

What follows is the most involved discussion of the game, and its sequel Dreamfall, I’ve seen from Ragnar, talking about the philosophy behind the game, the messages it contained, what it’s like to have aged ten years and reflect, and not least the news that The Longest Journey started life as a platform game. We’re joined by Dag Scheve midway through, which derails the conversation impressively. And if you look carefully, there’s also some more exclusive snippets about The Secret World hidden in there.

RPS: How old were you where you when you started developing The Longest Journey?

Ragnar: I was 25.

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Ragnar Tørnquist On… Storytelling

By John Walker on August 18th, 2008.

Zoe had her Readybrek that morning.

A few months back, before the release of Age Of Conan, I took a trip to Funcom to finally meet The Longest Journey creator, Ragnar Tørnquist. Having keenly followed his career since the wondrous The Longest Journey, he’s someone I’ve always wanted to interview. So at last given the chance, we sat down to chat… for over three hours. The results are now to be seen, and in this first part we begin by discussing the nature of MMOs, and then spend a lot of time talking about the role of the Storyteller in gaming, before finding out how Ragnar tried to get swearing into a Spielberg-endorsed kids’ game. (Portions of this interview previously appeared in PC Gamer).

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Making Of: The Longest Journey

By Kieron Gillen on October 19th, 2007.

[While a fun one to do, it's always a little odd taking on one of someone else's Totemic Games. It's a little like having sex with someone else's wife, I guess. Anyway! Ragnar is, of course, incredibly lovely. Expect a longer interview with Ragnar in the not-too-distant future, from Mr "Future Mrs Tørnquist" Walker. Oh: The interview was done just before Dreamfall hit.]

We have both kind of gameplay. Point AND click.

The Longest Journey is now an established classic. While everyone else was wrapping up the history books of the genre, Ragnar Tørnquist and his team at Funcom were making what would prove to be the bookend of an era. Yes, the Longest Journey, from the start, it was destined to be that last great… er… Platform Game?

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Why The Internet Is Great

By John Walker on September 4th, 2007.

Exciting news for every reader! Browsing Ragnar Tørnquist’s blog, I spied in the comments links to something I’d never thought might exist:

The Longest Journey Cosplay.

First there’s alvane‘s April Ryan:

Is she an elf?

And then there’s devildocry‘s Zoe Castillo:

Sigh.

That is all.

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The Longest Journey – A Retrospective

By John Walker on August 21st, 2007.

My earlier post about story reminds me of a piece I wrote for PC Gamer a few years back, looking at The Longest Journey, and its lasting effect on me. There was never room for my full thoughts then, and the full length ‘director’s cut’ version has sat on my hard drive since. Clearly Dreamfall has been released since, telling us more about April Ryan, and another retrospective is due for that. Meanwhile, here’s the full-length version of the original piece.

“Mystery is important. To know everything, to know the whole truth, is dull. There is no magic in that. Magic is not knowing, magic is wondering about what and how and where.”

Arcadian docks.

The Longest Journey almost vanished away unnoticed, another obscurity ranted about by a few, but never reaching any acclaim. In the mire of pre-millennial adventure gaming, it could so easily have been drowned by the density of its peers, ignored by pessimism, never given the chance it so strongly deserved. How it was joyously liberated from this fate is mysterious. And in mystery, there is magic. In The Longest Journey, there is magic.

As a point and click adventure, The Longest Journey already defied conventions, ignoring the genre’s desperately floundering attempts at “catching up”. Developer and writer Ragnar Tørnquist and his team at Funcom understood that “catching up” was meaningless – they had a story to tell, and a world in which it needed to be told, and so this was the game they made. The natural instinct to say how it recaptured the adventure’s previous glory is strong, but this just simply isn’t true. Adventure gaming had never been as glorious as The Longest Journey – it hadn’t ever even come close.

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