|

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.
|