I want to talk briefly about Dreamfall. If you haven’t played it yet, beware that this post will contain spoilers and that you might want to avoid it. No spoilers beyond chapter 5, though, mainly because I haven’t gotten beyond chapter 5 yet.

Dreamfall is the sequel, of sorts, to The Longest Journey, one my my absolute favorite games. I loved that game, most of all its story, so I naturally had high expectations and hopes for Dreamfall and the continuation of the story. I’m not disappointed here, it is a wonderful and intriguing story so far, and I’m looking forwards to seeing the rest of it.

The Longest Journey was a pretty traditional adventure game. It had a point-and-click interface, and plenty of devilish puzzles. Ernest Adams cautions us against designing games where you have to “use the lampshade with the bulldozer”. Some of my friends took this as a challenge (should you ever find a game called Cygnus, make sure to collect any lampshades you see), and maybe Funcom did as well, since The Longest Journey requires you to use the rubber duck with the clamp and the clothesline.

Dreamfall, on the other hand, is marketed as an action-adventure. In addition to puzzles, it includes action sequences such as sneaking and combat. It is 3D, controlled by keyboard or x-box controller, not point-and-click. The news of these changes were received with a lot of skepticism on various forums, many felt concerned that this wouldn’t be their kind of game at all. Despite a lot of trust in Game Director Ragnar Tørnquist, we couldn’t help but feel a bit of fear that the action sequences would ruin the game. Well, now I have the game, I’ve played the game, and, speaking for myself, I can say this:

They do. They really, really do.

Not the whole game, mind you. The game as a whole is still wonderful, the story fantastic, and the game world beautiful. It is well worth the money. It’s just those parts where the action plays a big role, they are completely ruined for me.

Take for instance the Victory Hotel. In Adams’s column, linked above, one of the headings are “You Have 30 Seconds to Figure Out This Level Before You Die”. This pretty much sums up how I felt in the Victory Hotel level. There was absolutely no enjoyment. It was a matter of sneaking around, with no clue what to do and no proper opportunity to find out, because if I made a single unsneaky move, or stood still in the same place for too long, or forgot to say the alphabet backwards every two minutes or so, Marcus would come running up to kill me. I had to find a corner where I wouldn’t be detected, stand there thinking, then sneak off to see if my theories were usable, run back when I found they weren’t, except I couldn’t run, I had to sneak, which is very agonizingly slow. Like I said, there was no enjoyment.

I sought out a walkthrough in the end, so I could learn what I needed to do, just so I could move on from that bit. I still nearly got killed by Marcus and the patient on the top floor. Shortly thereafter I had to deal with the cave trolls, where I actually had to fight the buggers, which again afforded no enjoyment, unlike the wheel puzzle that followed.

Right now, I am at a location reminding me very much of the Victory Hotel, the fourth floor of WATIcorp. It’s about sneaking and hiding form the security robots, or being blasted and killed if you can’t. No enjoyment. I expect I shall seek out a walkthrough for this too.

Now, as I sit there, wanting so bad to move on to the good bits (which are very good), I can’t help but wonder if including these action elements did any good. There are, luckily, not very many of them, so I think an action game fan might be disappointed and bored by the game as a whole. Adventure game fans who are after puzzles and story, like me, will be frustrated and annoyed by the action sequences. The only people who win are the ones who love both.

Here is a Venn diagram I just made up. It might not reflect reality:

diagram

As you can see, both 1 and 2 are clearly bigger than 3. I can’t help but thinking this is a bit like putting a kiss into an action movie and thinking that women who like romance movies will flock to theaters to see it. Or even more fitting, putting a gunfight into a romantic comedy, and thinking that action movie fans will camp out for tickets.

I want to stress this again; the non-action parts of Dreamfall are fantastic. The story is wonderful. The game is well worth the money. It is a good game. But The Longest Journey was better.