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If you're a veteran PC gamer then you will almost certainly remember
the cartoon-style point and click adventures of yesteryear, which
were never advertised as action packed graphical marathons but rather
heralded for their gripping stories and engrossing atmosphere. The
Secret of Monkey Island was one such title, as were the previous
three Broken Sword games. The third title in the Broken Sword saga,
The
Sleeping Dragon, was adventurer George Stobbart's first foray
into the 3D world and it met with moderate success - well, enough
to justify a fourth instalment when the original idea was that Broken
Sword was going to be a trilogy!
There
have been some fantastic graphical adventures over the years, such
as Grim Fandango and Bladerunner, both acclaimed titles at the time.
There are plenty of games that combine action with adventure, but
all too often if you're asked what the storyline was about you will
only remember the main parts of the story and not the intricate
details that made the game something special. If you're anything
like me, a new instalment in the Broken Sword saga is something
to get excited about, because the adventure genre is one that is
not blessed with a thousand clones. However, Broken Sword: Angel
of Death takes a slight departure from the genre, because while
you do still travel around the world solving mysteries and searching
for treasure, there are some action sequences to enjoy here as well.
As
usual you take the role of George Stobbart who did have a good job
as a Patent Lawyer but since his last adventure, times have been
hard and now he makes his income being a Bail Bonds agent. George
enters his workplace where his friend Virgil informs him that a
woman is waiting for him in his office. With a wry smile on his
face, George enters his office and is met by the dazzling beauty
of Anne-Maria. She tells him that she has a manuscript that could
point to some amazing treasure and also that the Mafia have heard
about this and are after her. She wants George to help her decipher
the manuscript whilst at the same time save her from the Mob. Soon
after the conversation, a bunch of goons can be heard breaking in
and there begins the adventure. Funnily enough, the manuscript contains
information of the Knights Templar, an organisation that George
knows all too well...
The
gameplay in Broken Sword is very easy to comprehend, but the puzzles
that you deal with along your journey range from the obvious to
the oh so very difficult. However, the difficult puzzles always
make logical sense - for example using a fireproof cloth to soak
up the grease from a sweltering pig that is being cooked in an abattoir
then using that same grease to loosen up the rusted wheels of a
cabinet! The tasks in this game will test your mettle but after
completing one such trial you will feel a real sense of satisfaction.
Just like the previous games, each scene or location is like the
next level of the game, so what you uncover in Alfonso's Hotel opens
up access to another area. The puzzles are usually linked solely
to the location they are set in, so you won't need to backtrack
between locations too much, and while there are couple of tasks
that require you to go to a previous location, it will be a location
where you've left your partner. One example is the Bail Bonds Office
- Virgil won't speak to you because the Mob broke his imported MP3
Player, but later on after you have been to another location, Virgil
perks up and actually offers you some valuable help. This is different
when compared to the earlier instalments of Broken Sword, especially
the first two, where George could jump from one location to another
without too much bother. In Angel of Death you can only travel within
a certain number of areas within a country - on the map there seem
to be other famous looking landmarks but they are never revealed.
So it seems that some additional linearity has been incorporated.
I think this help makes you play the game better, but I do miss
the random location hopping trying to see if you missed something.
Back
at the Bail Bonds site, you and Anne-Maria have to get out of the
office and away from the Mafia. The front door is blocked off, so
you need to make your way out the back, and once there you realise
that you have to climb up through to the top to get to safely. This
is where one of many block moving puzzles are set, and they tend
to get more complex as you move through the story. With common sense
and some trial and error you should be able to breezeblock (get
it, breeze-block, I'm not a reviewer by chance I tells ya!) through
these kind of puzzles. Quicker than you can say Bails Bonds Bondsman,
the next test of problem solving skills is upon you. You have to
stop the goons following you, so you need to block the elevator.
Logic tells you that you need to put something under the elevator
door to stop it shutting and thus moving down a floor to pick up
these second rate Sopranos-wannabes. This happens to be a two-person
job, so you get Anne-Maria to hold the elevator shutters whilst
you put your trusty telescopic golf club underneath. However, while
you might have stopped the goons reaching you, you're still no closer
to escaping. You notice a rickety old air-conditioning unit that
is part of the wall, and using your wit and willpower you pull the
unit out and replace it for the golf club. Not only have you found
an escape route but you have also acquired your golf club back,
which you will undoubtedly need to use again.
Just
like its predecessor, Angel of Death features a very intuitive and
easy to grip system of interacting with items within your surroundings.
Sometimes your characters will move towards the direction of something
of interest. Some items can be looked at, whilst others can be moved,
picked up or turned on. It is wise to look at something before you
choose one of the action icons, because then you will know what
you're dealing with. Items of interest don't always make themselves
clear either, whilst some items possess more than one action, so
sometimes you need to carefully comb an area. This might not appeal
to you action fans out there, but with patience and a keen eye you
will find what you're looking for whilst also taking in the breathtaking
scenery that you are surrounded by. In the previous game there was
an icon to listen behind doors, but this is not present in Angel
of Death; if you click on a door then George automatically tells
you if there are any sounds that can be heard. I found this a little
disappointing and thought it was a good addition to Sleeping Dragon,
but it's a minor omission.
Hovering
over an object will show what can be done with it - often something
in your inventory found at the top of the screen can be combined
with the object to make it move or work, for example, using a key
you took from a bone-crushing machine to operate a forklift truck.
Items in your inventory can be combined to make something more useful,
plus some items can be investigated further, which usually leads
to a discovery that takes you to the next part of the story or in
some cases offers up an additional object to your inventory. All
the movement within the game, including interacting with your environment,
is very easy, and you'll soon be jumping and running like a decathlete!
Actions such as jumping across ledges or crawling along pipes are
never risky because there is no chance of you falling off to your
death, which saves you from stupid and annoying deaths but you could
argue it limits the realism. In Broken Sword 1 & 2 there were death
and end sequences that differed depending on how you died and what
you did, but that's not case here. The game can end prematurely
but it usually just ends with a guard shouting at you or you touching
something at the wrong time. I think the developers should bring
back the end sequences because they give the impression of less
linearity in a game and it's always fun to see the different endings,
whether it's you being thrown into a river or simply just turning
up in a graveyard.
Your
character is fully controllable with the mouse and also the arrows
keys, which makes walking and running a lot easier - some instances
are easier with the mouse and others seem easier to manoeuvre with
the arrow keys. The camera makes use of a cinematic viewpoint like
Resident Evil,
changing when moving between rooms or towards areas of specialist
interest. Sometimes the camera follows you, but only in huge areas
where you're travelling from left to right. Much like many games
that use this camera angle, it is possible to get confused with
directions as you run about, but it never results in anything fatal,
so it's more of an annoyance than a damaging problem.
George
has a PDA, an excellent little tool that not only charts your progress,
noting what you have found out, but also allows you to call people
and access the Internet. If you can get a signal then you can ring
any of the people you have previously taken a number from, so you
can continue to annoy a guard you met in Istanbul or even a nun!
You can even use it to hack into a system - I'm sure it's a lot
easier than it is in real life but it is fun nonetheless. Lobineau,
a character who has appeared in previous editions, has barred George
from accessing his website, but with George's trusty PDA and your
hacking skills you've got Lobineau hacked in no time! You even get
a chance to hack into the Vatican server; blasphemy has never felt
so good!
The
scenery is superb throughout the game, whether it is the eastern
delights of Istanbul or the dour, rain-drenched streets of New York
where George plies his trade. The characters fit in with their surroundings
- even the Elvis wannabe. They are all modelled expertly, including
the characters who you may speak to for only a few minutes. Fair
enough, some may be a little stereotypical but there is a reason
for stereotypes - it's because they actually exist! The characters
never grate and often the conversations are comical in a good way,
like George putting on his best American accent when speaking to
the Swiss Guard. There's an emphasis on strong female characters,
although they always seem to be in need of your help! Each location
has its own individual tailored background that is noticeable the
minute you enter a new area. You may enter a new location within
the same country, but the theme is carried on whilst still maintaining
some individualism, which I can only applaud.
The
lighting and shadow effects are excellent all the way; it really
adds to the atmosphere when as you're walking up some creepy steps
you see shafts of light from the sun trickle through, bouncing off
the steps and George. The playable characters are animated very
smoothly too, moving with real vigour whether running up stairs
or pushing blocks. However, there are a few graphical glitches that
irritate on a technical level but don't affect the experience too
much. Sometimes you'll run yourself within a wall and you won't
get stuck but it looks weird; furthermore, I do admire George's
telekinetic ability where he can push buttons or pick up items when
you're not actually close to the object you're performing the action
to! The cut scenes are clever and always insightful; they don't
feel like they have just been tacked on to increase the action.
During these cut scenes borders appear and the camera switches around
a lot like you're watching a widescreen movie, which is captivating
throughout not only during the cut scenes but also as you try to
expose the treasure.
Within
the game there are times when some of the puzzles are time-based
and you might die if you don't solve them in time. There isn't an
autosave facility but you can save at any time, which is a very
good thing. Sometimes when you're running it's too hard to manipulate
your cursor over an area because the camera angle changes, requiring
patience more than anything else. Occasionally you have to run away
from someone and due to clicking the wrong area you get caught,
but luckily the game doesn't make you replay an entire scene. There
are distinctive kinds of puzzles throughout that spice up the gameplay,
such as the simple block moving tasks, combining objects and using
stealth or teamwork to hide from the enemy. You're not going around
killing people, so stealth is needed to ensure that you progress
from one area to the next. George and Nico have never proclaimed
to be sharpshooters, so guns and weapons don't appear - remember
you're using your mind to survive this adventure, not just spraying
bullets to get the job done.
The
sound in Angel of Death is of the highest calibre and real effort
has been put into making it as good as it can be. The effects such
as the random pigeon coos feel very real, along with a number of
other ambient background sounds that at first you don't even notice,
but the longer you spend in an area the more you'll begin to notice
the subtle squeaks of a mouse or the rain drumming on a roof. The
voice acting is excellent; every voice fits its character, whilst
the voices for George, Nico and the Mafia are worth a mention as
being particularly great. The voices are a little cliché but they
all sound professional and because the dialogue is witty and interesting
it never feels tiresome - it made me laugh on plenty of occasions.
There are a variety of people to interact with too; the quite sadistic
Mafia, your R'n'B mate Virgil, Alfonso the grumpy hotel manager,
the playful nun Sister Serene and the action-film-loving priest
Brother Mark to name but a few. The music that sets the scene during
the breaks sets the mood and the location music works well too,
fitting in nicely with the environment. When something important
happens the music changes, setting the scene, whether that is one
of relief or one of impending danger.
There
are more characters in this particular instalment of Broken Sword
when compared to others, which is a positive, but it seems like
there aren't as many locations. However, the locations you visit
are huge and structures such as the hotels and temples you explore
are intricately designed with plenty to discover, which makes up
for the lack of locations. Changing from one environment to the
other without too much backtracking makes you feel like you're making
progress, which makes you want to play a little more to see what
secrets you can uncover next. The different locations such as Phoenix,
Rome, New York and Istanbul also allow for a change of puzzle type
that fits in with the scenery, i.e. pushing boxes in a warehouse
compared with manipulating levers in a temple, similar puzzles but
very different in execution. Along the way you do learn about the
Knights Templar, so it's even educational and a very fun way to
learn, although of course you have to remember to separate fact
from fiction.
I
have sung the praises of Angel of Death not only because I love
the adventure game genre but because it's a fine example of an adventure
game, although there are minor bones of contention that detract
from the gameplay. There are times when you might get stuck whilst
doing something that seems obvious but for some reason you can't
do it; for instance, using a key to operate the forklift but you
forgot where you left the key, which can annoy. After persevering
through a puzzle that frustrated you though, you feel relieved and
get a good sense of satisfaction from beating the puzzle. The block
puzzles aren't exactly exciting and the slow pace may deter some
players, but the best stories are the ones you've spent the most
time deciphering. The story does unfold at a good pace, with various
surprises and twists to the tale as you travel around the world.
Anne-Maria is an interesting inclusion too, as it seems at the start
like she has replaced Nico, although there isn't much sexual tension
between her and George compared to George and the always-alluring
Nico. For some reason you can't skip to the end of a conversation;
you have to wait until every word has been spoken. This is annoying,
especially in cases where you're trying to use up all the conversation
icons when speaking to someone. There are periods with certain characters
where there are still icons present when speaking to them; no matter
how many times you speak to them about a subject, the subject matter
remains open, so some repetition occurs.
There
are points in the game where you can use objects in your inventory
as conversation starters or produce a witty comment from George.
One example is where George has a knife, and if you combine that
with the receptionist then George utters "it's tempting" along with
a similarly comical comment if you click the knife on a waiter.
Other items simply result in stock phrases such as "I won't do that."
I would like to have seen each object in the inventory at least
offer a different sound-byte in each location, as there aren't that
many objects and it could have produced a lot more entertaining
set pieces and ending sequences. I'll use the first X-Files game
as a comparison; you could use most of your items in any of the
locations, for example pulling your gun out on your Lieutenant or
shooting a passer-by. I think this could make an adventure game
like this so much better - imagine if you could stab Anne-Maria!
It is worth it once I reckon!
Due
to the nature of the genre, the gameplay is very linear; you are
part of a story and so must progress through each part in order.
I would have liked some options in terms of what you could do; the
ending would be the same but what you do in locations doesn't have
to be a set routine, i.e. more than one way to open a cabinet would
be appreciated. This is touched upon a little already, as there
is more than one solution to hack the various servers during your
journey. Also, because the game only has one ending, the lifespan
is quite low no matter how good the story.
Broken
Sword: The Angel of Death is an engrossing story that's backed up
by excellent visuals and sound that immerse you within the game's
setting and locations. The puzzles will push your grey matter and
although the pace is slow at times, such is the nature of adventure
games. While its old school design might not convert too many new
fans to the genre, it is still an excellent game that should be
tried by all gamers, particularly those who love a good adventure
romp. So all you wannabe discoverers better give this go or I'll
set The Knights Templar on you! Meanwhile, I await the next instalment
of this always impressive franchise with keen interest.
Reviewed by Christopher McNally for AceGamez (All Rights Reserved).
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