Compara los precios de Dreamfall: The Longest Journey en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Funcom. Publicado por Funcom. Lanzado el 12/1/2007. Disponible en PC. Géneros: Adventure, RPG. Puntuación Metacritic: 75/100.

Funcom's haunting middle chapter earns its place on any narrative-adventure shelf, but walk in knowing the combat is an embarrassment and the ending will leave you hanging off a cliff with no rope in sight.

I have a complicated relationship with Dreamfall. It sits in that frustrating category of games that are almost extraordinary - the kind where the writing grabs you by the collar in chapter three and does not let go, but the designers also inexplicably bolted on a combat system so sluggish and unrewarding that it borders on self-sabotage. Let me be specific: you play across three characters - Zoë Castillo, the returning April Ryan, and Kian Alvane - each moving through the twin worlds of technology-driven Stark and magic-soaked Arcadia. Zoë anchors most of the runtime, and her arc from directionless college dropout to reluctant participant in a world-spanning conspiracy is genuinely compelling once it gets traction, even if she lacks the sharp wit April brought to the original game. The shift from point-and-click to third-person 3D is a double-edged move. On the upside, environments like a future Casablanca, the sci-fi sprawl of Japan, and the industrial ruins of St. Petersburg are atmospheric and detailed in ways that a static background would have muffled. On the downside, the camera fights you at inopportune moments, and the cone-of-interaction system for picking up objects requires fussy repositioning that will test your patience. The puzzle design swung hard in the direction of accessibility - lock-picking and hacking puzzles amount to matching glyphs against a timer, and most item combinations are so obvious that the game practically solves them for you. Fans of the original who enjoyed genuinely taxing brain-teasers will feel the absence keenly. The combat is the elephant in every room. Each of the three playable characters can punch, block, and dodge, but the animations are stiff, the AI loops through patterns, and the whole system feels grafted on as an afterthought rather than designed with any conviction. Stealth sections are more forgivable - sneaking past a sentry robot or evading soldiers in a laboratory at least fits the pacing - but neither mechanic adds much to a game that would have been better served by cutting both and investing that development time in the final act, which visibly runs out of steam. The last third collapses into mostly cutscenes, with Kian's and April's threads in particular ending so abruptly that you can almost see the "to be continued" placeholder where resolution should be. And yet. The writing in the stretches where Dreamfall trusts its story is genuinely good. The dialogue between characters carries real weight, the world-building around corporate power, religious fanaticism, and the slow erasure of magic from a rationalised society is thought-provoking, and the voice cast - despite some inconsistencies - sells most of it. The score is beautiful, the interconnecting plot threads among Zoë, April, and Kian pay off in a late-game prison sequence that is the dramatic high point of the whole experience. The cliffhanger ending is real and unresolved within this game; the continuation exists in Dreamfall Chapters, so if you are coming in cold, be aware you are signing up for a story told across two separate releases. For narrative-adventure fans who can tolerate minimal mechanical challenge and are willing to accept an open ending, this is still worth the runtime - roughly 10 to 15 hours depending on pace. Go in after playing The Longest Journey if at all possible; the emotional weight of seeing April Ryan's changed circumstances lands much harder with that context. Do not go in expecting build variety, meaningful combat, or dialogue choices that branch in significant ways. This is interactive storytelling with a few awkward gameplay seams, and it works best when you treat it accordingly. Monika, Scout Team

Dreamfall: The Longest Journey

Dreamfall: The Longest Journey

12 ene 2007Funcom
GamerScout opina

Funcom's haunting middle chapter earns its place on any narrative-adventure shelf, but walk in knowing the combat is an embarrassment and the ending will leave you hanging off a cliff with no rope in sight.

PC
Steam Deck PlayableProtonDB Platinum
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I have a complicated relationship with Dreamfall. It sits in that frustrating category of games that are almost extraordinary - the kind where the writing grabs you by the collar in chapter three and does not let go, but the designers also inexplicably bolted on a combat system so sluggish and unrewarding that it borders on self-sabotage. Let me be specific: you play across three characters - Zoë Castillo, the returning April Ryan, and Kian Alvane - each moving through the twin worlds of technology-driven Stark and magic-soaked Arcadia. Zoë anchors most of the runtime, and her arc from directionless college dropout to reluctant participant in a world-spanning conspiracy is genuinely compelling once it gets traction, even if she lacks the sharp wit April brought to the original game. The shift from point-and-click to third-person 3D is a double-edged move. On the upside, environments like a future Casablanca, the sci-fi sprawl of Japan, and the industrial ruins of St. Petersburg are atmospheric and detailed in ways that a static background would have muffled. On the downside, the camera fights you at inopportune moments, and the cone-of-interaction system for picking up objects requires fussy repositioning that will test your patience. The puzzle design swung hard in the direction of accessibility - lock-picking and hacking puzzles amount to matching glyphs against a timer, and most item combinations are so obvious that the game practically solves them for you. Fans of the original who enjoyed genuinely taxing brain-teasers will feel the absence keenly. The combat is the elephant in every room. Each of the three playable characters can punch, block, and dodge, but the animations are stiff, the AI loops through patterns, and the whole system feels grafted on as an afterthought rather than designed with any conviction. Stealth sections are more forgivable - sneaking past a sentry robot or evading soldiers in a laboratory at least fits the pacing - but neither mechanic adds much to a game that would have been better served by cutting both and investing that development time in the final act, which visibly runs out of steam. The last third collapses into mostly cutscenes, with Kian's and April's threads in particular ending so abruptly that you can almost see the "to be continued" placeholder where resolution should be. And yet. The writing in the stretches where Dreamfall trusts its story is genuinely good. The dialogue between characters carries real weight, the world-building around corporate power, religious fanaticism, and the slow erasure of magic from a rationalised society is thought-provoking, and the voice cast - despite some inconsistencies - sells most of it. The score is beautiful, the interconnecting plot threads among Zoë, April, and Kian pay off in a late-game prison sequence that is the dramatic high point of the whole experience. The cliffhanger ending is real and unresolved within this game; the continuation exists in Dreamfall Chapters, so if you are coming in cold, be aware you are signing up for a story told across two separate releases. For narrative-adventure fans who can tolerate minimal mechanical challenge and are willing to accept an open ending, this is still worth the runtime - roughly 10 to 15 hours depending on pace. Go in after playing The Longest Journey if at all possible; the emotional weight of seeing April Ryan's changed circumstances lands much harder with that context. Do not go in expecting build variety, meaningful combat, or dialogue choices that branch in significant ways. This is interactive storytelling with a few awkward gameplay seams, and it works best when you treat it accordingly.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayertier:aaaNarrative-DrivenMulti-ProtagonistParallel WorldsCinematic AdventureLinear StorytellingCliffhanger EndingController RecommendedLow Puzzle Difficulty

Requisitos del sistema

Mínimos

OS
Windows XP (with service pack 2) only
Sound
DirectX 9.0c compatible sound
Memory
512 MB RAM
Graphics
3D Hardware Accelerator Card Required: 100% DirectX 9.0c compatible 128 MB with latest drivers.
Processor
Intel Pentium 4 1.6 GHz or AMD Sempron 2800+ or higher required. Intel Pentium 4 2.5 GHz or AMD Athlon XP 3500+ Recommended
Hard Drive
7 GB free disk space

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Reseñas y valoraciones

Metacritic
75

Información del juego

Desarrolladora
Funcom
Distribuidora
Funcom
Fecha de lanzamiento
12 ene 2007

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¿En qué plataformas está disponible Dreamfall: The Longest Journey?

Dreamfall: The Longest Journey está disponible en PC.

¿Cuándo se lanzó Dreamfall: The Longest Journey?

Dreamfall: The Longest Journey se lanzó el 12 de enero de 2007.

¿Quién desarrolló Dreamfall: The Longest Journey?

Dreamfall: The Longest Journey fue desarrollado por Funcom.

¿Merece la pena comprar Dreamfall: The Longest Journey?

Dreamfall: The Longest Journey tiene una puntuación Metacritic de 75/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.