I have to say that I'm quite pleased that I'm able to be writing this article. As was mentioned in the previous one, The Longest Journey doesn't seem to like running well on my computer. It's been the occasional stubborn freeze that forces me to reboot up until the other day. When April was visiting the Newport Police Headquarters, I hit a particularly nasty bug. This one actually caused the game to shutdown and I was having a heck of a time getting past it to the point where I was seriously wondering if I'd even be able to finish this series of articles. Thankfully at the eleventh hour I stumbled upon a patch mentioned on GOG's forums and was able to correct the issue, so hurray.
Anyway, I've managed to make it to the end of chapter three since last time. Originally, the plan was to write something at the end of each chapter, but I wound up enjoying myself so much that I just kept on truckin' after the second one and now here we are.
While the first chapter was heavy on exposition as it explained characters, the city, and the basic situation that April has found herself in, things really picked up with chapter two. For one thing, the puzzles started showing up with far more frequency. I was quite happy about this, as it is something that I closely associate with adventure games and was hungry to really start digging my teeth into some.
Good ol' Officer Minelli. |
Case in point: The inflatable ducky and the keys on the subway track. In general, this puzzle was tricky, as I needed to find a way to get an iron key off of the tracks without coming into contact with the live wire right next to it. Sitting in the inventory was a rope and a clamp, which I figured could be cobbled together to make some sort of fishing reel to grab the thing. I even attached the ducky because I figured there'd be some sort of logic about using rubber as an insulator so as not to get shocked by the electricity (I assumed the rope was still wet from dredging it out of the canal). What I didn't realize was that the clamp needed to slowly close around the key as it descended. It took me a while to figure out how this was supposed to work and for a time I thought that I might need something mechanized to make this happen. Not so. After much fiddling around and head scratching I discovered that there was a bandage on the ducky keeping the air in and pulling it off would cause the thing to slowly deflate. So, I pulled the bandage, re-inflated the duck, and slowly lowered it down to the tracks so that I could retrieve the key. Mission accomplished. This really drove home the importance of taking a close look at everything. It also boggled me as it didn't strike me as the most intuitive puzzle at the time, but looking back on it I can see the logic.
The other puzzles that I came across weren't nearly as perplexing, but did require some observation skills. Better still, some of them were actually kind of funny. Both run-ins I've had thus far with Officer Minelli have resulted in some satisfying hijinx, and I can't help but wonder if I'm going to inadvertently ruin the guy by the end of the game. Dealing with the two door repair guys at the police station made me smirk a couple of times as well.
Getting the lowdown on the Balance. |
When not doing puzzles, there's still been a lot of narrative to take in. Cortez is as mysterious as ever, and I'm pretty sure he's immortal, or at least cannot die of natural means. What really peaked my interest is finally travelling to Arcadia, the magical fantasy realm of the game. This was actually handled very well, as the world is presented almost subtly. Yes, it has magic and strange creatures, but this wasn't shoved down my throat. While exploring Marcuria, the most noticeable thing about the place was the exotic architecture. Otherworldly stuff was kept to a minimum. There was a peculiar beast in the main square, a talking bird, and some blue fire as far as things that scream Magical Land of Wonder go, but on the whole it was the buildings themselves that drove home the fact that April had passed through a rift into this new land. I really appreciate this too because a lot of games might be tempted to go over the top with dragons flying everywhere, some crazy wizards' duels, and maybe an army of orcs marching by. Instead of going for something so in your face and vulgar, TLJ actually feels tasteful when April takes her first tentative steps into Arcadia.
At the archives at police HQ. |
Most interesting about the third chapter was getting an understanding as to who the Vanguard are and why they're such a threat to both Stark and Arcadia. The game has only just begun to scratch the surface with these guys, but already I'm getting the sense that they are really nasty with their whole Trans Dimensional Cult Masquerading as a Corporation / Major Religion shtick.
However, with that chapter completed and the fourth about to get underway, it's time to return to Arcadia once more. Things are starting to get very interesting now. We have an idea of who the bad guys are, a lot of events are in motion, and things feel like they're about to pick up.
The Longest Journey Playthrough Index:
Part One - Talking Dragons and Burned Out Hippies
Part Two - From Arcadia to Police HQ