Journey’s End: Dreamfall Chapters Interview – Part One

Ragnar Tørnquist founded Red Thread Games with one immediate goal in mind: to finish the story he has been telling for a great part of his adult life. As this interview is published, the Kickstarter for Dreamfall Chapters went live a couple of minutes ago. In readiness, I had a long conversation with Tørnquist, Dreamfall co-writer Dag Scheve and lead designer Martin Bruusgaard earlier this week. The studio is new, the premises are new, but the team are old friends and Dreamfall veterans. In this first part of the interview, we talked about cold hard cash, going indie, Kickstarter and the state of the industry.

Bruusgaard arrives, late, having been sent to find a cable.

RPS: I’ll start by asking where that cable was hiding.

Tørnquist: That’s actually something we had to borrow from the neighbours. We were trying to locate a projector – we have a Kickstarter party happening tomorrow, where we have invited Norwegian gaming press, and some fans, friends and colleagues. We’re going to do that at the bar downstairs. It’s very convenient that we have a bar downstairs.

Scheve: It’s a nice bar too!

Tørnquist: It is a nice bar. We have about a hundred people coming to basically get a presentation of the Kickstarter and to give them an idea of what this is all about. In Norway, it [Kickstarter] is not very well known. So, for the projector, Martin is actually borrowing cables from the neighbours. And that is exactly how we operate in a way. We’re tiny. We don’t have a lot of money, we don’t have a lot of resources. We don’t really have any titles either, we just do whatever…

Scheve: We do what we can and what we want.

Tørnquist: Exactly. We all kind of chip in. We’d like to avoid having titles if necessary. We’ll still have roles, of course, but we try to keep it flat and with a ‘do it yourself’ mentality.

RPS: You’re socialists of some sort.

Tørnquist: We’re Norwegians, what do you expect!

RPS: Are you settled in the studio now, with the team back together?

Tørnquist: Yes, we are. We haven’t actually revealed who the artists are [they have now] but I don’t mind telling you because you’re still under embargo! The artists are all basically the Dreamfall veterans and these are guys who worked with us for so many years. They left Funcom a couple of years back. This includes Christer Sveen, the art director on Dreamfall and a couple of the technical guys on the art side.

It’s the whole core art team from Dreamfall. Just walking down the hall here and chatting with them it’s like we’re back in 2004. It’s really strange actually. We’re working in the same universe, with the same people.

Scheve: Except it looks so much better now.

Tørnquist: It feels like coming home. Not that Funcom wasn’t home, but that’s sort of a phase that’s behind most of us now. This is a new home and it feels very cosy.

Bruusgaard: For me it’s a very recent feeling. We have been talking about it for a little while but I had my first day on the job on Friday. For me, it feels amazing, coming from what I joked about was a grown-up job and now coming back into the industry, it feels great. I notice when I’m at home as well, I’m so much more motivated and happy. It feels good to be back with the people I’ve worked with before and we’re all friends and making something awesome together. It feels really good.

Scheve: It does feel great. I have nothing to add. (laughs)

Tørnquist: This feels like something we can settle into and do for a very long time.

RPS: Where is the strangest place you’ve found an old member of the team? How many were still in the industry?

Tørnquist: We found somebody in the gutter.

RPS: Was that Martin?

Bruusgaard: Hey!

Tørnquist: That would be a great montage sequence, finding the Dreamfall team members – picking one out of a wrestling match in Mexico, one is a beach boy in Coco Cabana. I can see the montage now.

No, it was much more boring than that. I knew that half the team, the art guys, were working their own company and had their own projects, but they were extremely interested in getting back together and working on this. A lot of the people at Funcom also got laid off after The Secret World launched – things didn’t go as well as they were supposed to – and at that point, I knew that I needed to grab those guys straight away before they started successful careers in other industries, or went to LA as you were planning on doing and becoming a soap star!

Bruusgaard: (laughs)

Tørnquist: So it was a matter of striking while the time was right and grabbing a lot of these key people and making a company to make this project. So unfortunately, no montage travelling around the world, but that should have been our Kickstarter video. Travelling around and finding team members.

RPS: We spoke about Kickstarter a year or so back, Ragnar, as something that was changing things. How do you think things have changed since then and would this studio be possible without Kickstarter?

Tørnquist: No. It wouldn’t be. If our Kickstarter fails, which could happen, we’ll still strive to make Dreamfall Chapters in some other way, but Kickstarter is the catalyst. It changes everything. It’s at the cusp of so many small changes and it’s fantastic. Everythign from new platforms to new distribution models, that began with Steam and the App Store, and then Kickstarter and the fall of the great publishers, which we’re entering now. The re-emergence of PC as the key, core platform.

Scheve: Changes in retail as well.

Tørnquist: Most of the retail business is disappearing. HMV closing. Everything is happening right now and it’s a fantastic time to be in game development. IT sounds callous almost, and cruel to say it, but it’s a great time. Lots of people are losing their jobs but every industry has to go through this sea change and this time we’re in now is the best thing that’s ever happened to gaming. Seriously,because it’s empowering creators and the smaller studios, the smaller actors can enter and create work and get their word out. You don’t need the huge publishing machines and distribution models behind you. Things are starting to happen. Steam Box will hopefully be huge and I think we’re facing the final generation of traditional consoles. Everything is happening.

Scheve: There are so many new kinds of game and new stories coming about. I mean, we’re doing a sequel… (laughs)

Tørnquist: But it doesn’t have to be! There’s room to experiment.

Bruusgaard: People are open to playing games in completely new ways and exploring mechanics in new ways.

Tørnquist: Games are now the most interesting artform, beyond anything. Movies are not going through any sea changes…

RPS: 3D!

Tørnquist: Exactly. TV is not doing it. Fine art, in general, isn’t facing the same change. Although I do think Kickstarter will have a stronger effect on other artforms and other types of media. I don’t think they’ve gotten there quite yet. Games is where it’s at right now, it’s where the most interesting things are happening.

Scheve: That’s where the biggest Kickstarter projects are. I imagine there will be more forms of entertainment going to Kickstarter.

Tørnquist: There are, but they’re usually smaller.

RPS: I haven’t personally seen, say, a million dollar film project. I’ve seen shorts on Kickstarter, smaller projects.

Tørnquist: It might catch on, but right now games is where it’s at with experimentation in terms of exploring an artform and a medium.

Bruusgaard: Dubstep has revolutionised the industry.

RPS: The game trailer industry. Do you think there’s the possibility that if Chapters is a huge success we fall into a cycle where the big publishers say, ‘aha, adventure games are back’ and they invite you back on board?

Tørnquist: Maybe, but would we want that? If we can survive doing this, there’s so much for us to gain. We get to control what we’re making, to make our own games, to be in full creative control. And we get to reap the benefits if the games are successful and control our own destinies. I really have no desire to get back into big budget, studio system work at all. I’m enjoying this – having to go next door to get a cable. Or having somebody do that, because I have people to do that for me!

RPS: I thought you said there were no titles.

Tørnquist: There is a hierarchy though. (laughs) But part of this is having to do the most seemingly mundane things. Like, I did work on the website for our company. That’s not my job – it’s not what I’m good at, I should say, but it is my job.

The other aspect is to see every dollar rolling in going into our future games and not into the pockets of investors or distrubitors or people who haven’t really worked on it. Everything that comes from this game goes back to the people who made it. And that makes a big difference and I’m willing to do a lot to maintain that, and I think that’s true of a lot of people who are leaving the studio system.

Last year was an exodus from the studio system. Everybody left! Either to do something else, like brewing beer or travel the world, to be a playboy, but a lot of people leave to go into indie development. And this is the time to do that. People are tired of working in the old system.

RPS: But do you think the experiences of the last six years have helped you? Do you have skills now that you didn’t have and do you think Chapters will be a stronger game than it would have been if you’d gone straight into it?

Scheve: Most definitely, yes. We learned so much about different ways of telling stories with TSW. The great thing about that game for me was about telling many stories in a universe, with so many characters, and the way we experimented with the format for storytelling purposes with the investigation missions.

Tørnquist: And also from a production point of view as well. The MMO genre is the hardest one to work in. If you’ve done an MMO, you’ve done it all. And to be able to say that we managed to get through that and to actually make a game that we’re proud of and that we’re very happy we worked on, it has given us so much knowledge. How do you feel, Martin?

Bruusgaard: As you said, when you do an MMO, you’ve done it all.

Tørnquist: And you’ve done two!

Bruusgaard: It’s so complex. I think we all bring different elements from that experience into this company. We all had different parts to play and explored different possibilities, and I think we’re all clever enough to learn from what we did – the good and the bad – and to take that and move forward.

RPS: Before we move on to talking about the game, I was wondering about budgets. You may not have figures, but do you know the difference between the budget you’re aiming for here and the budget for the previous games?

Tørnquist: I actually just did a calculation on that earlier today. These are not super exact numbers because I don’t remember and don’t have the spreadsheets. But I think Dreamfall cost between 5 and 6 million dollars, and Longest Journey cost about half of that. Maybe a little bit more. We’re asking for $850,000 on Kickstarter but that’s not the entire budget for the game. We put our own money into it and we’re getting some government grants and some other sources of money. They are completely unrelated to publishers – being a socialist country helps us out quite a bit – but there are lots of ways for us to get a little bit of money here and there. It’s over a million dollars but definitely not close to the budget of Dreamfall.

The reason for that is not that we were wasteful. The first thing is that we’re using a well established and very good engine now – Unity. On Dreamfall we did have a licensed engine but it was shit and we had to do everything in order to make it work.

Scheve: Just to make tools took so much programming.

Tørnquist: And we had to make an XBOX version, which was really hard because we had to squeeze a PC game into an XBOX and had no knowledge of how to do that at all. It was a miracle that we managed to do it, thanks to one person’s expertise actually. We also had a team of about 30 people on Dreamfall by the end and, again, that team could have been smaller if we’d had more experience. Right now we’re able to do ten times as many animations with one third of the animators simply because we’re doing it more smartly. We have artists who have been working in the industry for twenty years. They know exactly how to build something and we have a lot more experience with the design – we’re not experimenting in terms of production.

Scheve: And the artists have worked in the Unity engine for a couple of years since leaving Funcom, so they know their way around it.

Tørnquist: So this is why we’re able to make a game a lot cheaper than with Dreamfall, and a game that is better looking and as big, or at least that’s our ambition. Everything we show is realtime in-game.

Scheve: If you remember from Dreamfall, you can see that we’ve used some of the same assets and we have access to those which helps us.

Tørnquist: Although we are definitely refurbishing everything.

Scheve: Yes, but we don’t have to model them from the ground up.

Tørnquist: Yeah. The characters are completely rebuilt though. We’re taking a real step up there to tell the story better.

RPS: And that’s a good segueway into story, so I shall jump on it.

The Dreamfall Chapters Kickstarter is live now. There will be much more to read this weekend as the interview continues. We follow the thread into story, where we discuss returning characters, new faces, and how best to balance the mundane and the magical. And yet more – it wouldn’t be a full overview if I didn’t ask about whether there’s pointing and clicking in this third person adventure, whether the new mechanics include any combat (short answer: they don’t) and the most important question of all: ‘if COD is a man-shooter, how would you describe Dreamfall Chapters’?


  1. InternetBatman says:

    I just started playing the Longest Journey for the first time a few weeks ago. It’s fantastic and avoids the worst of adventure game logic.

    • Bhazor says:

      Definitely, for me its probably “The best adventure game that isn’t Day of the Tentacle.”

    • Oozo says:

      You haven’t become aquainted with a certain rubber ducky yet, I assume?

      (Apart from that, I agree… tbh, since I was mostly interested in the the narrative aspects anyway when I played it some two years ago, I didn’t feel like using a guide did cheapen the experience at all. Fine game, it is.)

      PS Nose piercing! …it seems like they are staying true to the late-90s’ style. I actually don’t mind, as long as they don’t one-up dubstep trailers with a stealth return of Eurodance.

      • InternetBatman says:

        I actually didn’t have a problem with that. What got me was the use a gold ring to connect two live wires without any protection. Also, the paystub in the diary reeked of game logic. The whole clamp puzzle was a bit of a stretch though. It would be nice if they took some cues from Stacking and allowed for a less rigid puzzle solving method.

        • Lambchops says:

          Most of the clunky puzzles are to be found in the second half of the game (not so much due to moon logic as to tedious finding the right thing that goes in the right doodah type stuff) but for the most part they are well done though.

          I definitely agree that they should look towards having multiple solutions to puzzles, a la Stacking and some other games, it does tend to mean less chance of getting bogged down trying to find the next step in a linear sequence.

        • sinister agent says:

          I actually didn’t have a problem with that.

          How do you plan on getting back to your home planet?

          • Bhazor says:

            I didn’t have a problem either. I guess it’s because its the same solution as in Grim Fandango which I played first.

            The puzzle that brought me to a stop was using the chewed sweet on the weevil. That was the only time I needed a guide.

            But honestly the one thing I miss from old adventure games are the cartoon logic puzzles. Puzzles that actually solving and lateral thinking instead of just picking up the one item in the room and using it on the one door in the room.

      • somnolentsurfer says:

        I’m replaying it at the moment. I remembered the stupid duck bit, but I’m stuck trying to get the cop guarding the crashed train to move.

        • Premium User Badge

          gritz says:

          It’s been a long time but I seem to remember giving him a shaken up can of soda?

        • Acorino says:

          Oh yeah, that’s another stupid puzzle. Do you want a hint? Let’s see how I can formulate it without giving it away…

          Two words: pressure. splashing.

          Edit: Gah, too late!

    • Acorino says:

      I disagree. The rubber ducky puzzle is ridiculous. Some other puzzles follow a cartoon logic that would be fine in something like Day of the Tentacle, but feel out of place in an otherwise serious game as TLJ is.
      I wouldn’t call its puzzle design exactly great for the most part. For me the game only got enjoyable to play once you reached Rupert Clack’s castle. There are some decent puzzles from there on out. The island is my favorite part to play.

      • sinister agent says:

        The ducky puzzle is the progeny of batshit moon logic. I fear the mind to which it seems sane.

        • shadow9d9 says:

          TLJ was great… Dreamfall was garbage.. can’t get excited for this.

          The duck puzzle was cake for me.. but I actually encountered a bug and it wouldn’t progress even with the right solution.. so had to reload an older saved game…

      • The First Door says:

        I love the island too, the statue puzzle was by far my favourite puzzle in the whole game for me. It had a really nice Myst/Riven feel to it for me.

        There were plenty of puzzles of varying degrees of silliness though. It took me ages to sort out the underwater alter for one… and to figure out what to use to get the pump machine in Venice working.

        Still, in some ways as I played it recently it was actually nice to play a game where the puzzles weren’t blindingly obvious.

        • Acorino says:

          The underwater altar puzzle I’m not particularly fond of either. Its logic isn’t particularly intuitive. Also you don’t get much feedback on your attempts, so it’s just tedious trial & error instead of the good kind.

    • Kevin says:

      The “give a cop the mint that was dipped on toxic radioactive goo so that he spits it out at the proprietor of a movie theater who was sweeping outside who promptly chases him away with his broom” was the standout puzzle for me, as was the subsequent “arrange items so that its shadow looks like a man pointing a gun”. In order for me to beat that fucking game, I had my little brother look up the FAQ on his computer across from mine, and with him not seeing what I was seeing, was visibly confused when he was reading out the solutions to me.

    • Continuity says:

      Its the best adventure game I’ve played, and possibly the best created. You’re in for a treat.

    • mouton says:

      Don’t get too eager to play the sequel – it is, frankly, a mess that ends halfway through. It has some of the good elements of the TLJ but it was a huge disappointment.

      • The First Door says:

        Wait, really? I can’t help but feel you’ve got it wrong way around. The first few chapters are rather trying in places (what with the backtracking and sneaking all over the place) but for me I really picks up about half way though, both in game play and story.

        • Acorino says:

          Nononononono, YOU definitely got it the wrong way around! The second half is where Dreamfall stops caring about offering any kind of acceptable gameplay. It’s just fetch quests, running about and similar kinds of gameplay nothingness from here on out. I can pinpoint the exact moment where the game loses its plot: when April goes spelunking in the caves below Marcuria. It never recovers in my eyes.

      • Soulstrider says:

        Funny thing, I enjoyed Dreamfall infinitely more than TLJ. I just thought the story and atmosphere were much better and to me TLJ series is that, I really didn’t care about the gameplay elements.

  2. povu says:


    This is the adventure game equivalent of a Half Life 2 Episode 3 announcement. Legendary series, horrible cliffhanger, we need an ending.

  3. IRiver says:

    If you don’t support this, you’re a bad person.


    • Zorn says:

      I’d even go so far to say, without any hyperbole: You are the WORST person!

      • jrodman says:

        That would be me.

        I don’t really even like adventure games at all!

      • Fenix says:

        Seriously people, for the love of all goodness in this world, back this! I wish I could :(

    • Grayvern says:

      What if you only had £1.35 in the bank and your pretty sure your giant bomb sub has been taken and made you overdrawn.

  4. Crimsoneer says:


    Although, not so sure making it a direct sequel to Dreamfall is a great idea. Not THAT many people played it…

    • Dowson says:

      But everyone who did play it will back it because of those multiple cliffhangers.

      • Bhazor says:

        Man that ending. Fuck that ending.

        • Faxmachinen says:

          Best worst ending ever. I can certainly see how some went into denial and chose to see it as a cliffhanger instead. The ab finia res really hit home on me, I found myself blindsided and unprepared. A useless blubbering fool.

          There’s never been anything that metaphorically and lovingly murdered my kittens quite so much. Not DXHR. Not even ME2. And these are even games where you have nobody to blame but yourself; where you are the sole conductor of the orchestra of guilt.

          I honestly don’t even care what this next game is like. Dreamfall had the most dreadful combat mechanics I’ve ever had the misfortune of using, yet it’s still my second most favourite game ever (first being Thief 2, of course).

          • dsch says:

            You’ll need the ablative re. Also, *finia does not exist as a Latin word.

        • mouton says:

          The whole game was quite disjointed and pointless, frankly. At least that’s how I remember it.

      • Crimsoneer says:

        Hey, you! Look at all these awesome things? Want to know what they are? WELL YOU CANT.

    • Bhazor says:

      The great thing about Kickstarter to me is that without huge marketing budgets or publishers expecting 7 figure sales developers can focus on a small audience and their own fan.

      For example, to break even they only need to make 34,000 sales. That’s nothing.

  5. brulleks says:

    Gah, just as we were getting to the good stuff.

    I have but one request: please put some puzzles in this time. Real puzzles that involve thinking, not just ‘press the button to advance’ and ‘find the object to advance’ and ‘talk to the person to advance’. As much as I’m looking forward to the continuation of the story, story without significant interaction does not a memorable game make.

    (And, no, I don’t class CG artifacts such as 30 Flights of Loving or Proteus ‘games’, as much as people might love them for what they do. We need a distinct, more accurate, term to describe them. Furthermore, I would suggest these two examples are distinct enough from each other to deserve separate terms in themselves, reflecting their respective emphasis on story and aesthetics.)

    • Niche93 says:


      • brulleks says:

        Always good to kick off an intelligent debate : )

        • bjohndooh says:

          We can call 30 Flights an on-rails narrative and Proteus pure ambient exploration.
          You can certainly deny them the label game if you like, but I think that requires ignoring the breadth the term already encompasses.

  6. DrAmateurScience says:

    I kept ready ‘Scheve’ as ‘Schteve’ and giggling. I are matures.

    Edit: I’m not even sure why I found that funny.

    Anyway. TLJ hooray!

  7. Bhazor says:

    Thank god. It’s actually an adventure game.

    I hope they’ll be taking a leaf out of Secret World’s investigation puzzles.

    • Illessa says:

      That would be awesome, there are a lot of stupid or annoying investigation missions but when they work they’re wonderful.

  8. Lambchops says:

    Reads headline, clicks Kickstarter link, reads pitch, goes and pledges money, makes comment.

    Now to read the interview!

    • tehfish says:

      Glad i’m not the only person who did that :)

    • Rikard Peterson says:

      I ended up pledging too, but not until after reading the interview, and the Kickstarter info, and doing some thinking. I liked TLJ, but Dreamfall is one of those games that I’ve started playing but then abandoned with the intent of giving it another try some time in the future. It just felt so clunky that I gave up on it after getting killed a few times trying to break into an apartment or something. (If my memory serves me right. It’s very early in the game, anyway.)

  9. MattMk1 says:

    Hey, do those of us who paid full price for Dreamfall but only got (at best) half a game get $25 worth of credit on this Kickstarter, or something? Because that’s the only way I’ll ever be involved in it…

    I don’t care how amazing they are as “storytellers”, that game should never have been released in the state it was in – saddled with lousy attempts at action sequences and an ending so abrupt it’d be right at home in a Uwe Boll movie.

    • Lambchops says:

      While you’re right about the shitty combat/stealth, I’m not sure half a game is fair. It was reasonably lengthy if I recall (and certainly wasn’t out of line in terms of price with it’s contemporaries – even if it can be argued they were all overpriced!). I like to imagine that the game is 10 minutes shorter and then the actual ending is rather affecting and well done rather than the coda where they tried to outdo Beyond Good and Evil’s terrible dangling cliffhanger with no sequel in sight by throwing out about three unanswered questions and riding off into the sunset (it was terrible!).

      Guess I can’t really do that anymore as those questions are what the new games will be resolving!

    • Premium User Badge

      SavannaJeff says:

      What a load of offal. Sure, parts of the game (the combat) were uninspiring, but to claim that it was ‘half a game’ is pure garbage.

    • cjlr says:

      It was totally half a game.

      Of course, it was also the other half, so everything worked out.

  10. Josh W says:

    This is so wonderfully light! Great to see people being hopeful and going for actually making the thing they want to make. You can just pick up the freedom and naturalness in that conversation.

  11. Hmm-Hmm. says:

    Sounds pretty exciting, even though I haven’t actually played the preceding games. I do love a good adventure game, though, so I suppose I should at some point.

    • Jehuty says:

      You totally should if you’re an adventure fan. TLJ moreso than Dreamfall, but they’re both quite fun, with a wonderful world and characters. If you plan on playing at some point, though, you probably should NOT watch the kickstarter pitch video. Big ol’ spoilers lie therein.

  12. derella says:

    I am such a fan of this franchise. I hope they are wildly successful.

  13. Crosmando says:

    Well, I liked TLJ as a decent adventure game, but Dreamfall was a massive decline imho and a step backwards from the original.

  14. Zorn says:

    No combat already bears the sound of incline over Dreamfall. I dare to be optimistic,
    as I wanted to to like Dreamfall as much as I liked its predecessor.

  15. Lambchops says:

    This is the most cheery and thoroughly engaging chat I’ve seen in an interview since . . . well . . . that Andy ‘Monaco’ Schaltz one with Jim the other day!

  16. lowprices says:

    I am so glad I can’t donate at work, as I would have given ALL MY MONEY the second I read about it. Instead I will wait til I get home and merely donate MOST OF MY MONEY.

    Glad it’s much more of an adventure game this time round. Dreamfall was a wonderful experience but it didn’t work particularly well as a game.

  17. malkav11 says:

    Dreamfall really didn’t feel like a PC game being squeezed onto the Xbox. It felt like an Xbox game made by people who’d never worked on console before, that also happened to exist on PC.

    Don’t get me wrong, I am all about giving them ALL THE MONEY for more Longest Journey, I’m just quibbling.

  18. ChromeBallz says:

    Pledged 0-o

  19. somnolentsurfer says:

    I’ve pledged them most of next month’s rent. Where can I find the money to upgrade to a tier that comes with physical stuff?

  20. Premium User Badge

    gritz says:

    If they want to make a quick buck to help fund this, they should make a HD multi-platform re-release of TLJ, like the recent Monkey Island and Broken Sword updates.

  21. says:

    Dreamfall: Duckface?

    • RedViv says:

      I give this a thumbs-up, though it would have earned a golden thumbs-up by going all caps on the letters of DUCKFACE.

  22. McDan says:

    THIS IS GREAT NEWS. Caps are justified because I loved the first two games, must play them again soon actually. Dreamfall!

  23. JarinArenos says:

    Take my money! TAKE IT! TAKE IT HARD!

  24. ru_disa says:

    “And that is exactly how we operate in a way. We’re tiny. We don’t have a lot of money, we don’t have a lot of resources.”

    Can we all agree to stop using this kind of ‘We’re Indie’ rhetoric? It’s boring and patronizing.

    “We don’t really have any titles either, we just do whatever… We do what we can and what we want… Exactly. We all kind of chip in. We’d like to avoid having titles if necessary.”

    Of course. And I bet the also have one guy who calls himself Vice President of Marketing because it confuses people if he doesn’t tell them that when he’s talking to them…

    Man, I’m really cynical when it come to PR talk and I think people need to be called out on it… That being said, I’m backing the project.

    • Citrus says:

      Yeah, all Indies should say, “We are rich, we are loaded, now about that kickstarter..”. That’ll get people funding their projects instantly.

  25. RedViv says:

    All glory to huge pouty lips!

    • says:

      Misogyny! Or something. :)

      • RedViv says:

        As a huge-pouty-lipped person I am allowed to say this! I protest!

        • says:

          My wife’s lips are sumptuously similar, yet I persist in my protest!

          This is fun.

      • int says:

        It’s less misogynistic than huge pouty tits.

        • RedViv says:

          We are so lucky that it’s ducks and not tits that have become the namesake of overdoing pouty faces on photographs, lest someone need come up with something other than “titface”.

    • Bhazor says:

      I have to say I’m not a fan of the new look. The slick back hair in a tight pony tail? Ick. The concept art of her in a bobble hat with tousled hair and freckles looks way cooler. Here’s hoping it’s just one of her outfits and she gets a couple make overs like in the other games.

      Also that is one hell of a pout.

      • mouton says:

        Could be worse – see Mass Effect 3.

        • Bhazor says:

          I spent ages trying to design my fem shep in ME1 and she always ended up looking like a 40 year old burn victim in the early stages of anaphylactic shock. Thank god I could set her to always wear a helmet.

          • mouton says:

            Well, then Bioware listened to you, because default femshep in ME3 got changed into an eager schoolgirl. And totally removed the old one.

          • Bhazor says:

            Oh I hated glamour girl fem shep. But at least her face was in proportion.
            Mine always had big swollen lips and a face that looked she’d had a botched face lift.

    • Dances to Podcasts says:

      Isn’t that just Angelina Jolie?

  26. charmed23 says:

    Feel so incredibly delightful that the campaign has finally started.
    I’m listening to Dreamfall’s soundtrack, it remains a deep thoughtful joy to the ears.
    I’m throwing in $250. Gnna starve in the next year I guess

    • cjlr says:

      While I won’t quite STARVE if I throw a couple hundred bucks their way, I’m still trying hard to talk myself out of it. That’s precious booze money, that is!

      But then, I have no willpower, so they’ll get their money in the end.

      • ananachaphobiac says:

        See I wisely stored up to four bottles of single malt in the cupboard, so I don’t have to go out boozing for at least a month.

  27. JohnnyMaverik says:

    If this doesn’t happen I will cry myself to death… TO DEATH. Just saying….

    • Bhazor says:

      36% of the way there after 24 hours. That makes it one of the healthiest kickstarters I’ve seen in a while so yeah it’s looking good.

      • JohnnyMaverik says:

        TBH I still haven’t backed it yet :P

        Will definitely put in 20 bucks minimum, just haven’t gotten around to it yet, might even stick in 25… can’t remember what if anything more that gives you. Would love to go for the 50 but I’m poor atm :(

  28. Man Raised by Puffins says:


  29. solidsquid says:

    Good god, there’s already one donation of $5000 and one of $2500!

    *goes to donate somewhat less than this*

    • cjlr says:

      To be able to think to yourself, “why, look, a sequel to a couple games I mostly liked is probably going to start some sort of development! I think I’ll donate these several thousand dollars that I totally have available to a vague promise,” seems to me the very height of financial security.

      You find that thought running across your mind, you’ve MADE it in life.

    • Juan Carlo says:

      The one 5,000 bracket where you get to design your own NPC with 15 lines of dialogue would be cool.

      I in no way have 5000 to blow on that, though.

  30. Arach says:

    Already knew this was gonna happen for a while now but when I actually saw it live today after waking up it felt so good,a feeling a rarely have with most videogame “announcements” anymore.

    So happy about this!

  31. kuporuta says:

    up to I looked at the paycheck four $6709, I didn’t believe …that…my best friend could actualy bringing in money part time from there new laptop.. there best friend has been doing this for under eight months and resently repaid the mortgage on there house and got a gorgeous Mazda MX-5. this is where I went,

  32. Xardas Kane says:

    Between this, Obsidian pitching a new Star Wars game, The WItcher 3 and all the other great Kickstarter projects I feel like I am in heaven.

    I absolutely adore TLJ and Dreamfaill with all their faults. This game can’t come soon enough.

  33. Continuity says:

    Well, they get my vote (and money), TLJ is one of the best games i’ve played and I’d love to see the series continue.

  34. cervor says:

    Cheap bastards, doing everything Kickstarter now. Well at least it doesn’t “cost” anything, you basically just have to pre-order it really, really early…

  35. stiffkittin says:

    Oh man! I was hoping to save a little money this month.

  36. ffordesoon says:

    “Maybe, but would we want that? If we can survive doing this, there’s so much for us to gain. We get to control what we’re making, to make our own games, to be in full creative control. And we get to reap the benefits if the games are successful and control our own destinies. I really have no desire to get back into big budget, studio system work at all.”

    Exactly. This is what I keep saying. I feel like very few people in the industry – even many of the ones who’ve actually used Kickstarter – don’t quite get.

    If a Kickstarted game is a sales success after it’s funded (and that’s a big “if” with a slightly smaller “if” shoved inside it), why would you ever go back to publishers for anything? For that matter, depending on the size of the success, you might not even have to go to Kickstarter again! If a guy like Notch strikes gold with a KS-funded game, he could make only the games he wants to make for a long damn time. He wouldn’t have to answer to anyone. Why the hell would he go back to a publisher?

    EDIT: In other news, fuck verb tenses.

  37. Arglebargle says:

    I forget which I tried, Dreamfall or Longest Journey, but the camera and movement was so awful that I quit almost immediately, despite their being what looked like a good game/story in there. Tips for designers: If you make every moment in a game irritating, I’m not got to slog through it.

    • El Mariachi says:

      Must have been Dreamfall, as there was no camera movement in the first one.

    • Seraph says:

      You missed out. I will concede that the camera got a bit frustrating at times – Dreamfall was filled with beautiful and interesting locations, and only being able to look left and right simply wasn’t enough when I wanted to ogle all about. That said I can see how most of the shortcomings in Dreamfall – the stealth bit, the combat sequences (which I enjoyed, but I seem to be the only one), the mostly 3D camera, were a result of the devs trying to elevate the point-and-click; maybe it wasn’t perfect, but it was new, a step into unknown territory, and it was pretty damn good for that.

      • Arglebargle says:

        Wasn’t worth the aggravation. I couldn’t walk down a street without running into walls, getting hung up on things, etc. It could have been fixed, if the controls had been reassignable. ‘For want of this nail, the game experiance was lost…’

        • Seraph says:

          Not quite sure what you’re complaining about – controls are WASD plus mouselook, if you’re having problems with that you might wanna hang up your mouse and keyboard :/

  38. GreatGreyBeast says:

    Just pledged, the first time I’ve ever given to a Kickstarter project. And pretty much a no-brainer.

  39. Engonge says:

    I love this game but please no more mediocre action or stealth mechanics!

  40. Lambchops says:

    Almost half way there already, over 7000 backers, this one is not going to have any issues is it?

  41. Grey Ganado says:

    Today I learned that segueway is not a funny podcast thing (Segway) but a real word.

    • Thirith says:

      Well, technically the ‘real’ word is “segue”. Not sure where that additional “-way” came from in the post.

    • iucounu says:

      Well, ‘segue’ is. It’s a pretty common misspelling, segue being such a weird word in English.

  42. Numerical says:

    Please tell me Wonkers is gonna make an appearance.

    I have and like both games, been a couple of years since I’ve played either but for adventure games they’re really two of the better ones. Every game has shortcomings, as do both TLJ and Dreamfall, but I think that if they make this game in the spirit of TLJ, they can’t go wrong.

    At least it’s not Stark: The Reckoning with April as the bounty hunter as a FPS game. Although I might actually buy that.

  43. MondSemmel says:

    See – even if all Kickstarter projects fail (which doesn’t seem to be the case), I’m so happy that Kickstarter makes more interviews like this one possible. The safe, censored bullshit interviews with devs and ‘representatives’ from major publishers and studios is just so sad. They must hate having to play safe, too. It’s obvious whenever someone manages to break free…
    Similarly, even if Double Fine Adventure fails for some reason, I’m glad I backed it, and I’m glad it (mostly?) caused the Kickstarter gaming explosion. And with all the documentary episodes, I have already received my money’s worth in any case.

  44. Cowboybibop says:

    Longest Journey had such high-rated reviews that my expectations got a little bit over the roof… but what i haven’t read in many reviews (i think i didn’t read it at all) it’s that this product it’s actually a interactive story NOT a video-game. Or at least that’s what i felt in the 1st hour, before fell asleep and installing the oldie Sanitarium.

    I liked Heavy Rain for example, but it was for me far more interesting than the premisse of Longest Journey and the script was much better (even if it had some big flaws).

    On the other hand i have to congratulate this fellows for the rich and creative universe that they developped. Maybe the next installement can get my attention back.

    (Uppps… i’ve wrote about Longest Journey : DREAMFALL)

  45. easter says:

    Yus. Do want. The only adventure game series I truly adore, warts and all. Well, there’s Walking Dead, but that was always more of a visual novel to me.

  46. yeastcapp says:

    Why does RPS refer to this as ‘the final part of the saga’? Ragnar has said TLJ is continuing past DFC