Something went wrong. Try again later

Mento

Check out Mentonomicon dot Blogspot dot com for a ginormous inventory of all my Giant Bomb blogz.

4969 551636 219 909
Forum Posts Wiki Points Following Followers

Mento's May Mastery '16: Day Twenty: Dreamfall Chapters

Dreamfall Chapters

No Caption Provided

And so we have our final Dreamfall Chapters check-in for the month. With today's livestream duties, I was only able to complete the third Book, but that's probably for the best. The story is moving a mile a minute right now - if nothing else, the Dreamfall has adapted to the quick plotting of the episodic format, with cliffhangers and resolutions bookending each, well, Book - and it would help to have more time to process the puzzles and events without this daily deadline hovering over my head. For whatever reason, despite the alacrity of the storytelling, each of these chapters is still taking a while to get through. I'll refer back to yesterday's explanation about the sheer size of the game world not helping with the puzzles, given how much real estate there is to sweep for puzzle-crucial hotspots. There's also the fact that the fifth Book has yet to be published; I wouldn't say it was overdue, looking at the scattered release history of the four Books thus far across 2014 and 2015, but Book 3 ends on what is a relatively unhurried note compared to Book 2 - and probably Book 4 - and I'd be happier to leave it here for the few weeks or months it takes for this game to see a conclusion.

At any rate, this will be the last update for Dreamfall Chapters for the foreseeable future. After today, I'll be moving onto a new game, as per the rules of May Mastery. I can't say that my time with this game has been an entirely positive experience, my issues evenly split between the problems caused by the technical limitations of this PC and the less fortunate design choices taken by the developers, but I'm still eager to see the game's story to its conclusion. I thought I'd try and spend the rest of the pre-spoiler recap section of today's update on attempting to articulate why I'm so invested in this setting and its characters.

Did I mention that there are dozens of these non-interactive NPCs with real people names? That the main characters often compliment whenever they're examined? Gosh, I wonder if this game was crowdfunded...?
Did I mention that there are dozens of these non-interactive NPCs with real people names? That the main characters often compliment whenever they're examined? Gosh, I wonder if this game was crowdfunded...?

I covered the basics of the plot a few updates ago - there's the near-future contemporary world of Stark and the fantastical but largely allegorical fantasy world of Arcadia, and there's a strong connection between the two called the Balance that ensures that neither suffers unduly because of the other. It's a similar system we've seen in other games, most notably in the Tales series which frequently visits the idea of two worlds in symbiosis where almost everyone in one world is incognizant of the other and vice versa, but The Longest Journey/Dreamfall always approaches this material with a surprising level of maturity. I can't say if the game does a better of job of making Zoe seem like a typical young person than, say, Life is Strange with its principal cast of liberal arts college students, but she seems believably neurotic in her interactions and her journal entries. Even the fantasy archetypes wandering around Arcadia have nuance and well-established motivations behind their actions, and there isn't a single character that the game doesn't offer the option to delve deeper into if you're the prodding type. Again, it's not quite sweeping the bedrooms of every major cast member for a dozen objects that prompt little "this is what this person is about" observations, but very few are throwaway one-notes with the exception of a few comic relief types. Dreamfall Chapters' new characters have been a mix of great and middling so far, but I've grown attached to a majority of them and am sad to see them leave the game through misfortune or circumstance. Book 3 especially seems prepared to let a lot of its characters go, and I'm finding it harder than I anticipated to say goodbye.

I think what's integral about the game is that it manages to create two fairly "standard" settings - a standard near-future version of our world with relatable technology that feels like is only a handful of years away despite it being set 200 years in our future, and the standard fantasy world of Arcadia with its magical races and fantastical creatures - and then adds a number of complications to both. Stark, for instance, suffered something called the Collapse due to the events of the first game which caused the magnetic poles to bug out, and to this day there is no longer artificial flight or satellite coverage as a result. Technology has had to double back and follow a different route to reach its present advanced level - for instance, creating supersonic subterranean "bullet train"-style conveyances between distant locations on the globe rather than airline travel. Corporations rule everything and cities have become enormous and now encompass several countries, causing new borders to be drawn, and characters talk about how the US is a dangerous militaristic tinderbox, Europe's a dive with no sunlight and constant rain due to environmental issues, and most of the more pleasant and temperate cities on Earth are now in Africa. It's one of the cases where they reveal just enough lore about the world to seem valid, but not enough that it begins to sound contrived and prompting belief-suspending "how did we get there from here?" questions. Likewise, Arcadia is a fantasy world experiencing an industrial revolution, sidelining anything magical for the more reliable and scientific and pushing the non-human races further and further away from civilization. It sort of feels like Narnia after the Telmarines arrived, where an alien human faction is unleashed on an unwitting fantasy world with the technological intelligence of the Renaissance era but the xenophobic, theocratic close-mindedness of the medieval period, who then conquer the world and make it a miserable place to live for anyone not human. The games have always kept themselves grounded in that sort of allegory despite the unfamiliar (at least to reality, if not to other fictional settings) surroundings.

I'm just putting this here again because I like the shot. It's not even from a cutscene even! I just moved the camera around a little!
I'm just putting this here again because I like the shot. It's not even from a cutscene even! I just moved the camera around a little!

Really, though, it's always been the series' keen eye for characters, the quirks that go into its world-building and fairly decent writing on the whole that has kept me around this long. Plus, it's never been shy to raise a dozen mysteries and only explain half of them, setting its sights on an even bigger overarching narrative about the nature of reality in that universe and the role of the mystical and unknowable Draic Kin (as in, dragons) that may never see a proper conclusion for as long as the series lives. There's something inspiring about maintaining that level of ambition, even in the face of the many, many adversities that the series and its developers have seen since the franchise's inception almost two decades ago. I'm sure we all have at least one troubled long-running form of fiction that we're attached to that may never live long enough to see a proper ending.

The Verdict: After three days and three of its five episodes/"Books", my May Mastery coverage of this episodic game is at an end. However, be sure to expect more recaps for Books 4 and 5 in the (hopefully) near future. We're definitely on the home stretch now. (Four Stars for franchise fans, Three Stars for everyone else.)

Book 3: Realms

To recap from last time: Kian was unable to save Oldtown from being raided and burned down by the Azadi, and Zoe watched in horror as her food-cart friend Nela blew herself up in front of the EYE building - the paramilitary organization that has closed down Zoe's present home of the district in Propast of Europolis (what was formerly Prague). Zoe herself was left in critical condition, being dragged away by an unseen person.

Well, before the game feels like filling us in on either of those plots, we once again visit our inscrutably destined mystery child Saga. She's grown up since last time; now she's a precocious kindergartener with an affinity for drawing scenes from The Longest Journey. The child naturally has a mysterious link to April Ryan and the White Dragon - neither of which the game has bothered explaining too much, even passively as an optional dialogue option - and after a protracted search of her inter-dimensional home in the Aether for nine of these hidden drawings, Saga finds herself walking through a portal to her first "shift": the name of the mysterious power that lets April and Zoe switch between Stark and Arcadia. Where she's gone, the game wouldn't say. It's also worth noting that Saga's mother vanished soon after the first interlude with her, back when she was an infant. Whether "mommy" is a dragon in human guise or something else entirely has yet to be ascertained.

No clue where Saga's interludes are headed, but I certainly didn't care for the scavenger hunt that opened this Book.
No clue where Saga's interludes are headed, but I certainly didn't care for the scavenger hunt that opened this Book.

Leaving Saga's, well, saga hanging like so many sketches on a wall, we return to Kian to see that Oldtown did indeed get roasted and most of the rest of the magical races have been deported to prison camps. At least this gives us less ground to cover for the Marcuria-based puzzles. In this brief section, Kian attempts to get to the bottom of the tubes that the Azadi have installed all over Marcuria. Curiously enough, it's actually a giant adding machine that the Azadi scientists have concocted, and removing the magical races is instrumental to minimizing the amount of magic, or "chaos", that might disrupt the system's calculations. That the game built an entire computer the size of a city made from pneumatic tubes sending calculations in various directions is kind of a neat development, and it remains to be seen what will be done with this technology. It's also apparent that many of the Azadi are ignorant of the magical races true fate in the concentration camps (the game doesn't quite go so far to call them that, but that's the implication), simply assuming that they're getting repatriated back to their homelands. At this point the scene ends as General Hami discovers Kian is still alive - the General is the man who trained Kian and tells him to be careful at the start of Dreamfall, and his presence in Marcuria is a major issue to Commander Vamon - Kian's hated rival and the man most eager to see Kian get executed - and the local Azadi ruler/administrator/"emissary" Sister Sayha, who have been in cahoots to formulate a plan to conquer the Azadi Empire. It's a whole Lannister subplot that the game frequently revisits, letting the player in on who the villains are and what they're up to as far as Arcadia is concerned. Kian escapes the General, but some seeds of doubt have been sown and now it's a matter of seeing if General Hami can expose Vamon and Sayha's duplicity before they are able to arrange a convenient accidental death for the visiting dignitary.

Back to Zoe, we see that she recovered mostly intact from the bomb, but now there's even more stringent martial law on the streets and the city is practically deserted but for the EYE enforcers and their drones. The next few puzzles involve resolving to find out what happened with Nela - she was set up with an antimatter bomb rather than a non-lethal EMP which would've disrupted the EYE's communications rather than exploded a whole block - and finish what the Hand started in uncovering the role the Syndicate has in the phony election and the city-wide clampdown. It also involves a long chat with Hanna, who potentially has the same shifting powers as April and Zoe. We then make a visit to Mr. London's warehouse, where he seems to be torturing some schmuck with a virtual golf game, and some evidence we need to prove that the Syndicate was behind the bomb. It's here we meet Shitbot for one final hurrah - there's a few puzzles that require switching his personality cores around to procure the right evidence without getting spotted by goons (fortunately, there's scarcely any stealth involved). That chapter ends with Zoe finally using the Dreamachine to make her way back to Arcadia through her dream powers, but instead she fully vanishes and shifts over like April Ryan once did. "What the shitty shit is going on?", to paraphrase Mira.

So glad to see this little guy back. He's the only constant left in these games.
So glad to see this little guy back. He's the only constant left in these games.

The game concludes with two brief sequences from both Zoe and Kian, as Zoe finds out where the resistance can be contacted (with the help of Crow! Crow's back! And as reluctant to get involved in adventures as ever!), is taken to the resistance hideout and almost meets Kian before being dragged off for questioning, and then the game seamlessly switches to Kian as he is resolved to leave Marcuria to followed the kidnapped Bip - an urchin that he's been building a friendship with over a handful of resistance missions - and find evidence regarding the magicals that have been deported. We also get Anna's story, finally: she's been sweet on Kian ever since he saved her from Vamon's gang on the streets of Sahir when both were far younger, and has been resolute in finding him again. Kian sneaks on board an airship (or "cloudship") leaving for the Ge'en prison colony for evidence of Vamon and Sayha's wrongdoing and the chapter ends on a fairly noncommittal note.

As for the big decisions this episode, we had a few:

  • Return the worker's tools or keep them: This is one of those clever ones that gets answered by whether or not you remembered to do something, rather than having a big binary decision flash on the screen with ominous music. I've seen this happen in a few other games of this type, where you might stop for a moment while seeing the end results screen and realizing that it was a decision you made without knowing it was there. I recalled that the missing tools needed for the first part of that mission might get the very Welsh bartender Ulvic in trouble, given that they were purloined under his tavern's roof, so I returned them before entering the computing room and ending Kian's first section. Hopefully I've spared Ulvic from some pressing questions.
  • Dodge Falk's shot or Distract him: The first time Zoe tries to use Mira's Dreamachine, shortly into her chapter, it tips off the EYE operatives who have been keeping tabs on her. We come face to face with the German guy working with our therapist Dr. Zalenka, a guy apparently named Falk, as he points a gun in Zoe's face just as she wakes up from the dreaming device. By choosing to dodge the bullet, I let Falk have a great shot at the EYE officer sneaking through the window behind me. Turns out this Falk person, whoever he is (the game reveals his name in the decision description at the end, but as far as I know the game has yet to introduce him), is on Zoe's side. Or, at the very least, not ready for her to be captured or killed by EYE forces. I have no idea what might've happened if I'd chosen "distract". I wonder if I can get my main character killed by making a bad decision?
  • Take Likho's hand or leave him behind: Right at the end of the episode, before leaving on the cloudship, I had the choice of taking the grouchy Dolmari Likho along with me. Likho's been on my case since jump street, and every decision I've made so far as Kian seems to piss him off more, so the last thing I wanted to do was to bring him along on a buddy-buddy mission to magical concentration camp island. Probably made a misstep there, since his assistance would've no doubt come in useful, but I really didn't feel like spending the next Book getting threatened in his growly voice for my inadvertent magical racism. This whole on-the-nose holocaust allegory probably the most tiring part of the whole Arcadia section of the game, to be honest.

As it stands right now, Zoe is being detained in the resistance's HQ, Kian is off to gather evidence and potentially free some magical prisoners, and Saga is... I dunno, off doing something somewhere in the multiverse. Somehow I don't think I need to worry about her. I will say that the five/six-year-old Saga's accent - which I imagine is a Norwegian accent, given that child voice actors in video games are usually sourced from the families of the developers - is absolutely adorable.

The game at its most wise-ass. See what I mean about the game (rightfully) not treating the
The game at its most wise-ass. See what I mean about the game (rightfully) not treating the "tough decisions" format with any great respect?

< Back to May Mastery '16

Start the Conversation