After several months of holding back, I finally bought Dreamfall. And boy, does it ever live up to its predecessor. The graphics, the characters and the story draw you in so strongly that it's tough to tear yourself away.
There are a few issues I'm having with the game, the biggest one being the action element. I knew this was an action/adventure "hybrid" when I bought this, and at least there are alternate ways around the combat sequences (which, after countless tries, I still suck at), but those ways involve skeaking around, timed sequences and a touch more nervous tension than I can willingly stand. It's hard to become immersed in worlds like the ones in Dreamfall's prequel (The Longest Journey) when there are mutants or monsters roaming around.
My second beef is with Dreamfall's interface. One of the problems I've had with 3D adventure games is that they have a very steep learning curve when it comes to their interfaces. Even after playing Dreamfall for five hours, I still have problems with the interface. In The Longest Journey, the backgrounds were pre-rendered, but the characters were rendered in real time. If you wanted to interact with something, you'd pan the mouse around on the screen until you found an object that "highlights" when you move your mouse over it, then click on it to reveal a set of actions available for that object (look, take, talk etc.). In Dreamfall, everything is rendered in real time, creating a truly 3D world. If you want to interact with something in Dreamfall, you have to carefully turn your character around using the arrow keys, waiting for the camera (positioned directly behind your character) to adjust to each movement, then click the right mouse button to lock the camera and activate a blue field that you move by dragging the mouse, pan around the scene with the field in the hopes of finding something interactive, then click on in to reveal its available actions. It makes the interface for Grim Fandango seem freakin' simple.
It took me almost ten minutes to get accustomed to the crazy camera movements. Moving your character the slightest bit makes the camera swing wildly around to stay aligned with the character. This is very jarring, especially in one scene where one of your characters is climbing a ladder (misspelled "latter" in one of its descriptions. :D) and the camera is positioned directly above her, looking down. As she climbs, her body swings from side to side, causing the camera to rock to and fro so violently, it's as if someone were rapidly slapping the sides of the cameraman's head.
Your lack of control over the camera makes it especially difficult in the combat sequences. Oftentimes, the camera will slowly pan around until you can barely see your own character, or bank so wildly that you can't focus on your opponent. If the camera were stationary, the combat sequences would be difficult enough, but as it is, some of them are almost impossible.
There are probably some options for a less crazy point-of-view than this one, but I haven't had the time to try them out. At least the story and atmosphere compensate for the problematic interface and action elements (why, Ragnar, WHY?).
I've also been relistening to the Jack Flanders story Do That in Real Life? for the first time in years. The story came out in 2003, and it's set in New Orleans. At one point the two main characters, Jack and Mojo, are talking about the city's location, and how, in Mojo's words, "some people fear that one day, a big hurricane is gonna come and knock those levees flat, and we'll be all in over our heads." He then segues into how the people of Bukatingi, Sumatra, are living at the foot of two volcanoes, one of which (Mount Merapi) is active and could go off any day.
It seems like such a short time for both of those disasters to come to pass.