I was going to print a detailed critique re: your 1-for-2 trade offer, then I saw a topic was already up. On reading others' comments, I think that there is a lot of space for saying why this game is replayable, and maybe that could be covered with what you can cut.
I generally am very loose with my critiques, looking for "what can we do better" rather than just trying to be a TA and grading things. It's opened up possibilities in my own writing and I hope it works for you too. Yes, it's hypocritical because it can be edited, but I think a relaxed tone can work with editing--especially since it allows for stuff that might only have a 25% chance of being modified, but it's worth briefly checking off on.
Anyway, here goes............
sort've gack!
seem to have drawn to a fairly decisive close this is waffling. Besides I see freeware games that are labors of love. But there’s no big business.
Sentence starting Granted can be pared, too
Quoting Maniac Mansion and Monkey Island right after the impossible puzzles is bad juxtaposition. These were fun and weird. Maybe even the unconventionally weird games ran out of ways to be weird? I don’t know, maybe Y2K didn’t kill much but adventure games sure died after it? though that doesn’t fit with the tone of the review. At any rate I agree it’s sad how quickly the adventure game genre got relegated and I like having quick fun games to play through.
Dialouge -> dialogue
In any case, <- I think it’s good to have some sense of wonder why it collapsed, but this is a red-flag phrase that can be ditched.
I picked up the game on a whim, myself. <- I think this is borderline, because talking about how you got the game can be dangerous. Especially By the time I had finished playing it – I imagine the reviews for it came out first? If so how does that reflect how critical success doesn’t turn into financial success or even a secret?
Usually a review starts breaks the 4th wall of the review too much, and you’re trying to do more than gimmicks so it doesn’t work. Maybe you can say Longest Journey tries to redo storytelling with something too complex to describe at first. If that last bit sounds is also a bit jarring. Maybe say Company X mentions that April goes to Y locations and talks to Z characters. More fourth wall stuff that jars me a bit.
But this itself I find odd! There are 200 populated locations but only 50 characters. Are one-quarter of the inhabitants mimes? Also, what sort of world do you go through? Maybe it is not quite this or not quite that. A sentence describing what it tries to blend would be better than I can’t tell you. Maybe you can mention something like, do spoilers ruin the game because making mistakes is legitimately fun? Is this related to April’s sarcasm below?
The main drive of any adventure game has to be its dialouge, first and foremost. The entire point of an adventure game is to click on various objects and see what the main character has to say about them. Well, dialouge typo again, and first and foremost can go. I don’t think the entire point is to click on various objects—it is a big point. Maybe you should say what is strong about the dialogue? And isn’t what the character says about an object monologue? How important is monologue vs dialogue in Longest Journey? Perhaps you could mention earlier that April’s sarcastic take on the [epic/ordinary/fantasy-based] parts of Longest Journey’s world is refreshing because x/y/z.
instantly endearing and infinitely entertaining alliteration a bit forced here I think
exaggerated characters in exaggerated situations repetition too soon—exagg char and situ
In the days of yesteryear, adventure games relied mostly on exaggerated characters in exaggerated situations, surviving on the merits of their wit and often Douglas Adams-inspired ability to fudge their way through the most dire of circumstances. The Longest Journey moves away from this, This is a bit too literary a shift from the previous bits, so you may have to touch it up or just say April is not exaggerated, though, and she does not fudge her way through situations. I’m also not clear on how realistic Longest Journey is, or tries to be.
The meat of the game not quite The gameplay but close in my book.
Put simply, The Longest Journey manages to be a very human game, dealing not with teenage super heroes who save the world without batting an eye, but with a very real person, someone who is not only resistant to face her destiny, but someone who is often very frightened of what she's encountering. Someone whose life will forever be changed, and maybe not in a good way.
Well, Monkey Island doesn’t have a teenage superhero either. Also put simply followed by such a long sentence is incongruous. Also what she’s encountering/someone is a thing/person mis-match. a very real person, someone who not only hesitates to face her destiny but also how she may change others’. Is how I’d change it.
All this cutting seems to leave room for some detail. I don’t know what. The right ones could unlock even bigger questions without spoiling the story. That’d be up to you.
The meat of the game is wonderful, and the wrapping is equally gorgeous. The graphics are beautiful, even for today's standards, and the sheer range of the designs is impressive, 4 passive verbs in a row. Then you have the good part after it. Focus on expanding. Plus there’s an awkward transition to this paragraph I can’t give advice on how to rectify.
The music is remarkable, as well, featuring The music features remarkable … etc (passive voice)
The game (true to its name) is long, for an adventure game, clocking in at about 25-30 hours. Keep in mind that since there are no side quests or alternate paths, this is 30 hours of pure story and environment and, amazingly, none of it is wasted. About 25-30 is overkill on the estimation bit. Keep in mind is a throwaway phrase when you never told us that in the firstplace. How does the lack of side quests/alternate paths manage to avoid seeming like linearity? Can you track backwards? Is that why you want to look at every object? clocking in should also go.
understanding of the game world, I know what you’re saying but this clanks. You will want to look at and understand the X, the Y or the Z.
If you want to be semi-pretentious maybe you can tie in Shelley’s Longest and Dreariest Journey poem. Is the title from that poem? Forster’s novel? That might be something to fit in.
Though you’re trying to establish an epic sort of feel, maybe some details would be nice. Is the journey across continents? Through towns? Does it return? Is it in a replica of the world or somewhere else entirely? Do you go off into space?
My principal said, 'Emo, Emo, Emo.'
I said 'I'm the one in the middle, you lousy drunk!'
-- Emo Phillips