Syberia (PC)
Previewed by Libe Goad

PLATFORM:
PC

PUBLISHER:
DreamCatcher

DEVELOPER:
Microids
GENRE:
Adventure
ESRB:
TBA

The adventure game isn’t dead — it has been in hibernation. Microid’s anticipated adventure game, Syberia, may soon give the genre an eye opener that will put Starbucks’ grande double mocha latte to shame.

Syberia offers a fascinating point-and-click adventure through a fantastical world, following a multi-generational conflict enhanced with the retro-modern intrigue of perpetual motion machinery. This juxtaposition of old and new, along with a likable female protagonist, put this game at the top of the GameGal list for must-play games this fall.

Initially, the plot sounds like it was ripped from The New York Times business section. Lawyer Kate Walker travels to the village of Validilene to oversee the Universal Toy Company’s takeover of a centuries-old luxury toy and automaton factory. Once Kate arrives in the secluded mountain village, she discovers factory owner Anna Voralberg has died unexpectedly, and the factory’s fate lies in the hands of her long-lost brother, Hans. These days, this flavor of business could earn you a front-row seat at a congressional hearing. Kate, however, disovers that her open-and-close deal has suddenly transformed into a full-scale saga.

Microids partnered with French author and illustrator Benoit Sokal to create the atmosphere and well-constructed storyline. Though most Americans are probably not familiar with his non-game work, Sokal is known for his illustrated stories and comic strips, one of which was the inspiration for his first game, Amerzone.

The scenery is gorgeous. Syberia’s color-washed exteriors are intricately designed with gorgeous architectural details, from the curved, metal-adorned exteriors to the similarly curved desks and chairs that inhabit each interior. Sokol played a part in designing the environments, each based on different architectural movements.

A grand, orchestrated soundtrack complements the environment, mimicking the march of the automatons. Extraneous noises, such as squeaking doors, clicking levers and chirping birds, add a nice sense of realism to the outdoor sequences.

Syberia's point-and-click controls will allow even the most novice gamer to pick up and play the game. In the demo, the gameplay follows a straight path, so you’re not likely to find yourself exploring rooms and parts of town unless you have business there. While it's nice to have a direct path to follow, it'd be more pleasant if every exploratory attempt wasn't met with with Kate's snarky, "Don't need to go there." Even if the game isn't intended to be open-ended, it's still nice to be able to rifle through a few desk drawers just to familiarize yourself with the surroundings. Talking to other characters is equally stringent. While Kate is able to have full-scale conversations with some characters, others offer nothing more than a single, pre-scripted line--at times crating odd moments in virtual person-to-person relations.

Aside from locating keys and talking to characters, most of the demo gameplay revolves around puzzles involving different automatons. The puzzles don’t require much sleuthing to solve, which will appeal to newbies and low-impact gamers -- find a key for the door, dial a number on the cell phone, talk to the right person about the correct topic. Adventure vets who prefer the more complex, Myst-like puzzles should stick it out. We hear the puzzles grow more difficult as Kate progesses on her journey.

It's no secret that women flock to adventure games, so Kate Walker should be a strong selling point for Syberia. At first introduction, Kate is an attractive businesswoman determined to close her deal and be on her way. Despite her efficient demeanor, Kate displays certain vulnerability at the game’s beginning, forshadowing an emotional journey ahead. Not only is it refreshing to see a woman character wearing a full set of clothing but also to be filled with a complex range of human emotion and personality.

Syberia is set for a September 9 release -- please pass the sugar.

 
 
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