The Longest Journey
Description official descriptions
April Ryan is a struggling student artist in the year 2209, recently arrived in the big city of Newport. Lately she has been seeing strange, life-like dreams. Somewhere in the mountains, a mysterious white dragon talks to April, calling her the "mother of the future". When April wakes up, she dismisses the vision as a nightmare. However, an old enigmatic man named Cortez, whom April has spotted near her house before, unexpectedly tells her that she must face the reality in her dreams. Soon April learns that our reality is but one facet of a universe that consists of two parallel worlds: Stark, the world of science and technology, and Arcadia, the world of magic. Though raised in Stark, April possesses the ability of shifting between the two worlds, and must restore the balance in both of them before it is too late.
The Longest Journey is a third-person puzzle-solving adventure game. The player navigates April over pre-rendered backgrounds with fixed camera angles, interacting with people and objects through a simple point-and-click interface. The gameplay follows the traditional template introduced in LucasArts adventures, relying mostly on inventory-based puzzles and multiple-choice dialogues to advance the story. To help keep track of things, the game includes a diary, where April records her thoughts about important events, and a conversation log that records the text of every conversation.
Spellings
- Бесконечное Путешествие - Russian spelling
- 無盡的旅程 - Traditional Chinese spelling
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Credits (Windows version)
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Randy | |
[ full credits ] |
Reviews
Critics
Average score: 88% (based on 53 ratings)
Players
Average score: 4.2 out of 5 (based on 221 ratings with 17 reviews)
Great game, tough far from perfect
The Good
Gee, where to start? The Longest Journey is a great game, its overflowing with creativity and originality, its got a great epic storyline and it's got tremendous production values. Graphically speaking the game is stunning, even on a 16-bit video card the game looks amazing, with some gorgeously drawn backgrounds with very well blended polygonal characters on top. Great sound and music complement the artwork, and the fmv cut scenes are no slouches either (tough the character animation there is somewhat awkward).
Technically the game is great, but it's the creative side of things that make it a winner. The story is great, rivaling the "epicness" of the Final Fantasy games, and without the need to add cheap melodramas. But the characters are outstanding, the entire cast is excellently developed and backed by a superb voice acting , especially April. And speaking of April, she has got to be the best female character ever to grace a videogame, bar none. She's neither the kick-ass babe/femme fatale type that is so popular nowadays on PC games (Tanya, Lara, etc.) nor the "Touching" type so popular in console games (Square, hello??). She's a complex yet down to earth and genuinely interesting character, with a very cynical personality. In fact, she's almost like a more humbler, less-stereotyped version of Daria, and I found myself laughing and smirking at April's sarcastic and often feminist remarks and observations. A feat I am unable to perform when watching MTV's snobbish/ stereotyped female star.
The interface too is refined with a nice pop-up menu for actions and a feature that makes your pointer blink whenever the action you want to perform (with an item) is possible, saving you the hassle of going through those annoying "can't do this" messages.
A great story and characters coupled with tremendous production values! You couldn't possibly go wrong here, could you?? well...
The Bad
I have a series of gripes with this game, first of all it's buggy, something which I cannot understand given the "on-tracks" linear nature of adventure games, seriously, I suffered it all on this game, even the dreaded Police Station bug (tough thankfully there's a patch for this one).
Second and more important: dialogue. Oh god the dialogue! it's so good, and so well acted....yet it's made sooooo utterly looong and booooring. You watch the characters talk and talk from the same static faaaaaar view every single time. Why was this made so? couldn't they at least make some close-ups pop up with a generic background? I'm not expecting a cinematic treatment like in Gabriel Knight 3, since there is no 3D environment here, but c'mon! Plus it's made more boring by the lack of interaction, Planescape: Torment is a game with at least twice as much dialogue as this one (and not voiced-over mind you) but it's never made boring because the dialogue is selected by YOU, even if to just say ok, or a-ha. On TLJ you select your dialogue too, but just the starting subject/query, so you click on an option and Wham! 1-2 minutes of conversation go by without any involvement of your part at all.
This has a bigger impact on game play than you think, since a lot of the puzzles in the game are simply talked trough. That's right, you'll find as you advance the game that the ratio of item/logic-puzzles vs. talking "puzzles" goes down, and hits an all time low on say...the Alatien village. Picture this: you have to prove to a guard that you are the "Windbringer" and to do so you must prove your knowledge of 4 ancient stories. What do you do? you embark on a quest to find the stories? you face a deduction puzzle were you have to make up the stories? nope. You just go around the village and ask the villagers to tell you the stories. yup. And yes, they are LOOOOOOOOONG, and you must listen through 5 minutes each (at least, tough they seem like 30-40 minutes each actually) just so you get the right options to answer when you are questioned by the guard.
This also brings me to another thing: the game's too easy. Period. The few puzzles around are rather easy to figure and most of the time involve Fed-Ex puzzles, and as you can see from the example above much of the game's bulk is made of knowing when to talk to the right person.
The Bottom Line
Essentially The Longest Journey is a tremendous gaming experience, but not a memorable adventure game. When I think of TLJ in terms of the story and characters, I think of it as a masterpiece of creativity, but when I think of it as a game all I can think of is of an easy adventure which required a LOT of stamina to endure.
Windows · by Zovni (10502) · 2001
Somewhat long and boring, but a fun game nonetheless.
The Good
Adventure game fans rejoice! The genre isn't dead!
The Longest Journey certain is the "longest" journey I've played. badum-chink! Ahem.
The game is played through a point-and-click method with a pre-rendered background. Similar to Grim Fandango, in many ways, as well as a number of other adventure games dating back to Sierra's golden age in the early 90s, there's nothing so new to the interface that will leave anyone confused.
The graphics are beautiful, especially the pre-rendered backgrounds. There is amazing scenery throughout the game, from the beautiful areas in the near-future Venice to the colorful island with the snoring giant, to outer space, every part of the game you visit is eye candy. The character models aren't that bad, either.
The story I didn't care for - I'll explain why in the "bad" part - but the setting of the human world I love. It's a solid setting. It's in the near-future, with flying cars and other cliche'd sci-fi elements, but it's not so overly done to the point where it's not at all believable.
You'll fall in love with the characters in this game. My favorite part about the "adventure" game genre is that it's less of a game and more of an interactive movie. The characters in this game are all great, with great voice-acting and unique personalities. April, the talking crow, the sailor, the guy at the cafe, each character, those that had a large part and those that didn't, have a place in the story and I'll miss'em.
The game is four discs long, and it is a loooooong journey. Depending how much you like the game, you'll be spending a long time with it. The puzzles are pretty hard, and can take some work to solve.
The game is filled with lots of humor, and after you beat it you can access outtakes and other extras. THAT is a great thing, and more games should do that.
The Bad
Allright, the story is just dumb. The premise of the story - girl dreams of a world, finds out the world is real, goes and saves the universe - has been done before, but it's still a nice idea. Unfortunately, like far too many games of every genre, you can't progress anywhere in the story until you finish running errands for EVERYBODY. It's not the case in every part of the game. In fact, most of the things you do in the game have to do with the story - like placing the monkey in the garbage to fool the guard so you can sneak into the building or something - but there are way too many times when you have to get help from a certain character, but they won't help you until you do them a favor, which leads to another, and another, and another, and another until you've almost forgotten why you needed the guy's help in the first place.
Some of the puzzles aren't very practical at all. Also like most adventure games, every puzzle has but one sollution and there's no other way around it. It's up to you to solve the puzzle, but you can't do it in a practical way. Like, say, you have to fix a broken electrical wire in the subway. Call a technician? No, you have to use a rubber duck (this is actually a part of the game, though I can't remember exactly how it went about). How do you get the rubber duck? You throw gum out the window...maybe in the end, the idea works (use the rubber to ground the electricity or something), but who would ever think to do the things that get it done in the first place?!
At one point of the game, you have to hear a bunch of stories. Allright, now I'm fine with playing a long game that has a lot of different stories to be told, but I'm not up for sitting down and waiting for an hour while a bunch of bird-people tell me about their history. It's a vital part of the story to hear these stories, too.
The entire story of the game, while executed poorly, was good enough to get you by until the very end. Toward the end, the story just went "kaplooey" and left me pretty damned confused.
April is too ditsy to really be taken seriously. Ever. I wouldn't trust her to take care of my cat, let alone two universes.
The FMV cinematics are awful. The in-game characters looked more realistic than April did. In the cinematics, she looks like she has two black eyes and just got beat up. The animation doesn't seem as good as the in-game animation, either, which is pretty dumb. The FMV is there for dramatic effect, but with a little less effect and better animation, it could have been done in-game and produce the same thing.
There's a race in the game that doesn't live on the same "plane of time". Oh shut up. If it could tell the future, it would have been useful to tell me how I end up solving the damned puzzles.
The Bottom Line
Despite my ranting, as an adventure game it is fun. The story's kind of annoying, but the characters - especially the crow - are great. The graphics are wonderful and you'll spend hours and hours in this game. If you're an adventure fan, get it. If not, save yourself the aggrivation.
Windows · by kbmb (415) · 2002
The Good
When Longest Journey appeared on the stage, it generated a small sensation among adventure fans. Made by a Norwegian developer hitherto focused on console games, it was quickly proclaimed a modern masterpiece, and was frequently mentioned in speeches as argumentation against those who have condemned the genre to death. So, is it really that good? And, more importantly, can it save the adventure genre?
My opinion is that it is a nice game, but certainly not one that can compete with the classic offerings of Legend, Sierra, or LucasArts.
The game is firmly rooted in the existing traditions of adventure-making, most notably echoing the tendency of merging old-school inventory-based gameplay with serious settings and strong, emotionally charged plots rich in lore and characters. As everyone know, Gabriel Knight truly started that trend, and is rightly regarded as a milestone for that. Longest Journey was clearly influenced by that game, as well as perhaps the more recent Grim Fandango, which it resembles in overall structure and aspirations.
The journey is indeed long. The game has a linear story with rather frequent changes of locations; but each area is appropriately large, usually consisting of at least several interconnected screens you can explore. Longest Journey takes you to many interesting places, and it keeps up a good pacing, neither precipitating events and rushing towards the end, nor sticking too much to the same location. The game world is generously designed: there is a variety of indoor and outdoor locations, and most of them are interesting to visit. There are a dozen or so chapters, each focusing on a particular event or task needed to fulfill in either of the two worlds the game is set in. The considerable length of the plot reflects the game's premise of an epic adventure.
Perhaps the most appealing aspect of the game is the new world it creates. The central idea of the story - the conflict between science and magic - may not be very original, but it is executed with love and attention to detail. The concept of allowing a normal, ordinary girl to catch a glimpse of a world she had no idea about, making her gradually unravel the truth about it and herself, works here just like it should. Like April Ryan, you discover a new world, surprised by everything you see. The larger part of the game is set in that "other" world, and the feeling of magical, wondrous exploration of the unknown is captured very well.
The developers weren't stingy with material: the game contains loads of information about the world, its history, its characters and concepts, and so on. It's true that the dialogues can get too dry and overly informative; but it is admirable that the designers wanted to cram as much lore as they could into them. In that way, Longest Journey is similar to role-playing games: its star is the universe itself rather than its characters or even concrete events constituting the game's story.
Longest Journey is a beautiful game. Most backgrounds are exquisitely detailed and ooze atmosphere. The Norse love of vast, majestic landscapes serving as potential battlegrounds for an upcoming confrontation between forces beyond our imagination is strongly manifested in this game. It is interesting to note that, although the nature in the game can hardly be called lush or exotic, some of the backgrounds convey an almost mystical, appropriately otherworldy feeling, mesmerizing in their somewhat cold beauty, reminding of pure and transcendental things lost to the futuristic world of soulless skyscrapers and high-speed transportation.
The Bad
The gameplay of Longest Journey is archaic. What's worse, it doesn't really fit the game's ambiance and story. Most puzzles are taken directly from classic comedy adventures of the past (most notably LucasArts' works) and are out of place in this seriously-minded and only mildly and very sporadically humorous game. Predominantly unrealistic and artificial, the game's puzzles involve sterile and awkward inventory item manipulations. They may not be as offensive as their infamous contemporary cat mustache, but they aren't as amusing as that one, either. Besides, this game doesn't have investigations, computer research, or other challenging activities besides inventory combinations and a few isolated logic puzzles.
Some of the inappropriately nonsensical, contrived tasks are at odds not only with the tone of the game, but also with the situations it puts the player in. For example, infiltrating a police station by means of a ridiculously labored concoction ruins the tension of the moment and the seriousness of the event. The game also has a few scenes where the heroine is in mortal danger; yet the ubiquitous "no death" policy turns them into unbecomingly serene affairs. Contrary to popular opinion, I don't think that LucasArtian device was the ultimate cure to the problems of adventure games. I believe that Sierra was on the right track creating potentially dangerous situations for the player instead of holding his hand all the time. This game, in particular, would have benefited from that design philosophy.
Much of the time here is spent on conversations with other characters. Unfortunately, they tend to drag quite a bit. Serving mostly as containers of background information necessary to understand the game's complex story, these dialogues can get very long-winded, often slowing down the game's tempo to a crawl. There are no close-ups on character faces during conversations, so you'll have to just read and occasionally click on a line to trigger the next batch, without having the feeling of really participating. The writing is good, but lacks personality and that extra treatment that made the classics of the past so inimitable.
The Bottom Line
Longest Journey is neither the savior of adventures, nor the innovative, groundbreaking game it so wanted to be. In fact, as an adventure game, it's just above average, falling short of the past greatness it passionately strives to imitate. It can't resurrect the ailing genre, though it does make its agony less painful.
Windows · by Unicorn Lynx (181664) · 2016
Discussion
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remake? | hvrsd hvrsd (1) | Jul 11, 2007 |
Trivia
1001 Video Games
The Longest Journey appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
April Ryan
The publisher of The Longest Journey, Egmont Interactive, actually tried to turn April Ryan into a pop icon to match Lara Croft. To that end, they cast a real-life model for April -- 23 years old psychology student Katja Koopmann of Bremen, Germany -- and toured the major magazine and newspaper offices with her, dressed up like April and sputtering lines like “I find April sympathetic” with a somewhat forced smile. Once the PR machine runs, even mediocre game sales can’t stop it. On her way to media star, the virtual April next recorded a song -- a dance remix of the 80’s Depeche Mode tune The Balance -- and Katja lend her voice. Egmont spiced April’s image up with exceptionally stupid PR blurb like “I want everything! Above all, I want to show the people of your world something of the life here!” Generally ignored by the public, the song entered the stores on April 14th ‘00, and stayed there. The corresponding video clip was never played on the music channels, the song didn’t appear in the radio shows, and nobody bought the CD.
Dreamweb
The main character's name is April Ryan, just like Ryan in the game Dreamweb, also published by Empire Interactive Entertainment. And the plots of both games have some things in common (the hero who suffers from nightmares and must save a world he/she didn't even know existed in the first place).
References
- A reference to the Monkey Island series: April's pet toy is called Constable Guybrush. And yes, it's a monkey.
- There are lots of references to sci-fi movies and fantasy themes. Most prominent are the references to Brazil, for instance, which takes place on a red tape-clogged insensitive world much like stark. Take a look at the lobby of the Church of Voltec, it's an exact replica of the Information Retrieval building on Brazil. Also the whole repairmen puzzle where they refuse to work on the grounds that it would require a specific form for them to do so is a spoof of the "Central Services" sequence in the movie. They are even dressed in the same way! There are many more, some more subtle than others.
- Want Star Wars references? check out that strange metal ball on the entrance to The Fringe Café. It says "Death Star" click on it and April will spout famous lines related to it, like "Let's blow this thing and go home!" and she even tries to imitate the voices!
Sales
The Longest Journey was originally made only to be released in Scandinavia, but it then grew with the sales to cover Europe and the U.S. By June of 2001, The Longest Journey had sold 250,000 copies worldwide, 90,000 of which were in America.
Version differences
In order to preserve his foreigner condition, Cortez had his nationality changed from Spanish to French and was renamed "Corthez" in the Spanish version.
Voice acting
- The character Marcus, who only appears in the first chapter near the Fringe cafè, and only has two lines, was voiced by Ragnar Tørnquist, the director/lead designer of the game for the English release.
- In the German pre-release demo version, April was voiced by German pop singer T-Seven known from the, at the time, successful Eurodance group Mr. President. In the final game, April was voiced by Stephanie Kindermann.
Awards
- Computer Gaming World
- April 2000 (Issue #201) - Adventure Game of the Year
- Gamespy
- 2000 - Adventure Game of the Year
- PC Gamer
- 2000 - Adventure Game of the Year
Information also contributed by -Chris, Agent 5, jeremy strope, Karthik KANE, kelmer, Stargazer and Zovni
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Related Sites +
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Hints for The Longest Journey
Adventurers will appreciate these hints. They let you solve the game yourself without spoiling it for you. -
Interview with Ragnar Tornquist
Randy Sluganski talks with Mr. Tornquist about The Longest Journey and its upcoming sequel. -
TLJwiki
A wiki covering the The Longest Journey series. -
The Divide .org - Powered by The Longest Journey Fans
Fansite dedicated to The Longest Journey, an awesome PC adventure game produced by Funcom. Features fan fictions, fan arts, wallpapers, downloads, news, polls, and discussion board. -
Zarf's Review
A review of The Longest Journey by Andrew Plotkin (December, 2002).
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Contributors to this Entry
Game added by andyhat.
iPad, iPhone added by MrMamen.
Additional contributors: n-n, Robin Lionheart, curacao, Jeanne, JRK, Dec Ryan, Kabushi, Stratege, Zeppin, Laverne, Paulus18950, Patrick Bregger, MrMamen, FatherJack.
Game added May 14, 2000. Last modified September 16, 2024.