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Syberia (PC)
Reviewed by Libe Goad
| PLATFORM:
PC |
| PUBLISHER:
DreamCatcher |
DEVELOPER:
Microids |
GENRE:
Adventure |
ESRB:
Teen |
Life-affirming video games have been few and far between as of
late. Games with fun, but senseless, violence have attracted so
much attention that developers seem to be looking for any excuse
to throw in bullet time and human shields.
If you want to push against the tide, take a vacation via Dreamcatcher’s
new story-driven epic, Syberia. This game will take you far away
from guns, thugs and drugs and into a lush environment filled with
story-driven adventure, self-discovery and oddball automatons --
just to keep things interesting. Though the game doesn’t cover
new ground in terms of the waning adventure genre, it’s the
Big, Fat Greek Wedding of the fall gaming season.
The
story, created by French writer/illustrator Benoit Sokal, takes you
to a small mountain village called Validiliene. American lawyer
Kate Walker has arrived to oversee the takeover of the Voralberg
toy factory. Upon her arrival, Kate learns that the factory’s
owner has died and left her with an unfinished takeover and an unsolved
mystery directly related to her mission. From there, you step into
Kate’s loafers and guide her through the journey ahead, solving
puzzles and finding clues that will help unlock her way.
Graphically, Syberia is a work of art and the game’s highlight.
Benoit’s imagination takes us through four worlds, each
inspired by art nouveau architecture and both sides of the iron
curtain during the cold war. Lush forestry and ornate buildings
fill the west and dingy gray buildings comprise the east. It’s
a shame there isn’t more opportunity to explore this gorgeous
world, as the 2D background is mostly static (except for a few flying
birds) and impenetrable. The character design looks reasonably impressive,
though there’s no real in-your-face interaction with any character
other than a few automatons. Of course, we were more than elated
to play a main female character with a full set of clothes and a
reasonably realistic body type.
The
scenery is further enhanced with a gorgeously orchestrated score
and aural surroundings. At one point in the game Kate rolls into
a train station that’s also an aviary. Either the developers
had to have recorded the sounds from an actual aviary or the sound
designers visit aviaries in their spare time. If you close your
eyes and listen, you’ll think you’ve just stepped into
your own bird sanctuary.
If you’ve played any point-and-click adventure game before,
then navigating through Syberia will be as natural as brushing your teeth.
The curser changes shape to signify whether Kate needs to speak,
insert a key, pull a lever, enter codes or pick up an object. Most
of the puzzles revolve around these kinds of actions, and for the
most part, they require little more than a keen eye and basic reasoning
skills. However, just when the game seems to be rolling forward
rapidly, you’re slammed with an aggravating puzzle that requires
more dumb luck than logical application. This bewildering experience
occurs several times throughout the game, and if it weren’t
for the compelling storyline, it would prove detrimental to the
overall experience.
Character
interaction was equally troubling. When Kate approaches a main character,
a notebook filled with topics appears on the screen, and the conversation
is controlled from there. While multiple-topic conversations are
the norm for adventure games, there was no way to tell which topics
had been covered previously. Go through the list with one character,
solve a puzzle and then return to a main character for another chat,
some of the list’s topic would yield different answers and
others would not. This was especially overbearing when Kate confronts
three verbose school chancellors later in the game. One repeated
question and she was stuck listening to much ado about nothing—all
over again.
The voice acting could have used refinement as well. At times,
Kate’s character would say a few awkward openers, such as
“Hi. Hey there. Hi Professor.” Maybe she was supposed
to convey a sense of urgency or perhaps the correct phrase was lost
in translation, but it happened too many times to go unnoticed.
Though Syberia fails to be the genre-saving adventure everyone
hoped it would be, it won our heart by default. It won't revolutionize
the flailing genre, but perhaps it will inspire a game that will.
SCORE 8.0
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