Compare The Longest Journey prices across 50+ stores and find the best deal. Developed by Funcom. Published by Funcom. Released on 5/1/2007. Available on PC. Genres: Action, Adventure, RPG. Metacritic score: 91/100.

Forty-plus hours of dual-world point-and-click storytelling carried almost entirely by one of the best-written protagonists in PC adventure history. Worth it if you can forgive mid-2000s puzzle logic.

I came to The Longest Journey the same way most people do: someone on a forum insisted it was unmissable, and they were not wrong. Ragnar Tornquist's script plants you inside the life of April Ryan, an eighteen-year-old art student in the cyberpunk sprawl of Newport who discovers she can Shift between two parallel worlds: Stark, a technology-saturated future Earth, and Arcadia, a realm of magic, mythical creatures, and genuinely strange cosmology. The premise sounds like every other Chosen One story, and the game even winks at that, but the plot unravels in a way that earns its ambitions across all thirteen chapters. The mechanics are classic point-and-click: cursor-driven hotspot hunting, inventory combination, and dialogue trees. April's journal logs every significant event in her own voice, which is both a practical lore-tracker and a genuinely enjoyable read in its own right. There is a walk-and-run toggle, a dialogue log you can revisit, and a three-action interface covering observation, conversation, and interaction. What the game does not offer is any real fail state. April cannot die, and certain tense set-pieces - a monster in chapter twelve, a Vanguard agent hammering at her door - lose their teeth entirely because of it. The absence of pressure is a recurring design frustration in an otherwise confident game. The puzzle quality swings wildly. Some solutions are clever and contextually satisfying; others are notorious moon-logic traps, and the infamous rubber-duck-and-steel-clamp sequence has been breaking players' will since launch. Backtracking across the game's sprawling 150-plus locations also adds dead weight to a runtime that is already substantial. If padding irritates you, specific chapters will test your patience well before the narrative pays you back. But the narrative does pay you back. Tornquist treats each supporting character as a person rather than a plot device: Crow the sardonic talking bird, the mysterious Cortez, the White Dragon who connects to April's origins in ways the lore rewards thinking about. April herself is voiced by Sarah Hamilton in a performance that covers something like a dozen emotional registers without ever feeling inconsistent. The story's real subject, underneath all the world-saving, is identity: who April is, where she comes from, and what it costs to be the person a prophecy needs you to be. The bittersweet ending lands, and it sets up Dreamfall with enough dangling threads to pull you straight into the sequel. A word of honesty: some of the humor has aged in the way early-2000s sarcasm tends to age, and the blocky character models were behind the curve even at release. Play this for the writing and the worldbuilding, not for visual spectacle or mechanical depth. It is closer to an interactive novel than an action game, and that comparison is a compliment, not a warning. Monika, Scout Team

The Longest Journey
ActionAdventureRPG

The Longest Journey

May 1, 2007Funcom
GamerScout Says

Forty-plus hours of dual-world point-and-click storytelling carried almost entirely by one of the best-written protagonists in PC adventure history. Worth it if you can forgive mid-2000s puzzle logic.

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About The Longest Journey

I came to The Longest Journey the same way most people do: someone on a forum insisted it was unmissable, and they were not wrong. Ragnar Tornquist's script plants you inside the life of April Ryan, an eighteen-year-old art student in the cyberpunk sprawl of Newport who discovers she can Shift between two parallel worlds: Stark, a technology-saturated future Earth, and Arcadia, a realm of magic, mythical creatures, and genuinely strange cosmology. The premise sounds like every other Chosen One story, and the game even winks at that, but the plot unravels in a way that earns its ambitions across all thirteen chapters. The mechanics are classic point-and-click: cursor-driven hotspot hunting, inventory combination, and dialogue trees. April's journal logs every significant event in her own voice, which is both a practical lore-tracker and a genuinely enjoyable read in its own right. There is a walk-and-run toggle, a dialogue log you can revisit, and a three-action interface covering observation, conversation, and interaction. What the game does not offer is any real fail state. April cannot die, and certain tense set-pieces - a monster in chapter twelve, a Vanguard agent hammering at her door - lose their teeth entirely because of it. The absence of pressure is a recurring design frustration in an otherwise confident game. The puzzle quality swings wildly. Some solutions are clever and contextually satisfying; others are notorious moon-logic traps, and the infamous rubber-duck-and-steel-clamp sequence has been breaking players' will since launch. Backtracking across the game's sprawling 150-plus locations also adds dead weight to a runtime that is already substantial. If padding irritates you, specific chapters will test your patience well before the narrative pays you back. But the narrative does pay you back. Tornquist treats each supporting character as a person rather than a plot device: Crow the sardonic talking bird, the mysterious Cortez, the White Dragon who connects to April's origins in ways the lore rewards thinking about. April herself is voiced by Sarah Hamilton in a performance that covers something like a dozen emotional registers without ever feeling inconsistent. The story's real subject, underneath all the world-saving, is identity: who April is, where she comes from, and what it costs to be the person a prophecy needs you to be. The bittersweet ending lands, and it sets up Dreamfall with enough dangling threads to pull you straight into the sequel. A word of honesty: some of the humor has aged in the way early-2000s sarcasm tends to age, and the blocky character models were behind the curve even at release. Play this for the writing and the worldbuilding, not for visual spectacle or mechanical depth. It is closer to an interactive novel than an action game, and that comparison is a compliment, not a warning. Monika, Scout Team

Tags

singleplayertier:aaaPoint-and-ClickDual-World ExplorationDialogue-HeavyInventory PuzzlesBittersweet EndingSci-fi Fantasy BlendJournal SystemSeries Starter

System Requirements

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Reviews & Ratings

Metacritic
91

Game Info

Developer
Funcom
Publisher
Funcom
Release Date
May 1, 2007

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