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If you fondly remember that golden era where graphic adventure games
were at their peak, with Lucasarts churning out one classic after
another and other developers following suit, then this could just
be your lucky day. As far as the younger generation goes, however,
the sedentary pace combined with largely cerebral gaming might not
be enough to hold their attention.
Broken
Sword: The Sleeping Dragon is hopefully the beginning of a revival
for the true graphic adventure, where action is mostly forgone and
the order of the day is problem solving and puzzles. I know, I know,
forgoing the action seems like a very foreign concept in these days
of racing and shooting but it's a refreshing chance of pace. And
it's not as though there isn't any action in the game; indeed you
begin trapped in a crashed aeroplane perched atop a cliff and face
danger at every turn along your epic quest to save the world from
destruction at the hands of a madman. It's just that you won't have
entirely direct control over events, most of which unfold via non-interactive
cut scenes.
You
play not one but two characters, American patent lawyer George Stobbart
and French journalist Nico Collard, who start off at opposite ends
of the world investigating different crimes that bring them together
on the same case. The story begins in impressive fashion and after
seeing a mysterious old priest who informs us that the end of the
world could be near, we are spirited away to the Congo where an
aeroplane is flying over the jungle. The graphics are very good,
hitting a halfway point between a stylised comic book feel and realism,
which works perfectly and is very evocative of the old-style graphic
adventure and a clear evolution of the concept. Gone are the static,
painted backdrops, replaced with three-dimensional areas that you
can fully explore to your heart's content.
We
join George and Australian pilot Harry on their way to the Congo,
where George is to meet a professor about a patent. As the plane
flies over the jungle the combination of the sound of the plane's
engine, the detail in the trees below and the rousing soundtrack
creates a movie-esque feeling to proceedings that is kept up throughout
the game. George and Harry are discussing women when a terrible
storm comes out of nowhere and Harry is forced to crash land the
plane after it is struck by lightning. Perched precariously on a
cliff edge, the camera moves inside the plane and the game begins.
The
format of gameplay in Broken Sword is pretty simple, yet the puzzles
and challenges you encounter along the way can be fiendishly tricky.
Each level of the game is played out as a scene at a specific location
and each location is packed with puzzles but is also self-contained,
meaning that everything you need to solve all the puzzles and progress
the story is somewhere in your current area. This is very helpful,
as you know that you don't have to worry about finding objects further
down the road and then backtracking to a previous location to try
and solve a puzzle you left behind. This isn't to say that you don't
return to locations however, indeed almost every location in the
game is visited more than once, but when you do you'll be exploring
new and different areas and circumstances will have changed. For
example, in the Congo you end up in a manmade cave that has a wall
with a strange indentation in it. At the time you think little of
it, as you escape the cave via a secret passage, but later on you
come into possession of an artefact with the same markings as the
cave wall. You end up back in the Congo and use the artefact to
reveal a secret door but you don't choose to go back; once your
character realises what the artefact is for, the game takes you
there automatically. In this way you can keep your eyes peeled to
notice clues and details that will be relevant later without travelling
from one location to another just to blindly try some obscure combination
to see if it works.
Anyway,
getting back to the plane, as you make your way forward to the cockpit
to see if Harry's okay the whole plane begins to tilt forward. Fortunately
there is a moveable crate that you can push to the back of the plane
to keep it from falling. This is the start of a series of increasingly
complex block puzzles that will need intelligence and patience to
complete. Once at the front of the plane you find that you can't
wake Harry and all you have to hand is a bottle opener and a bottle
of beer. The solution is simple, just open the beer bottle and waft
it under Harry's nose (he's Australian and permanently drunk, remember)
and he comes round straight away. You send him to the back of the
plane to keep it balanced whilst you break the window in the cockpit
and climb out of it to safety. Which you almost do, until Harry
runs forward prematurely, causing the plane to topple over the edge!
Luckily you and Harry land safely on rocky ledges just below the
cliff's edge and thus comes the first of a series of physical puzzles,
where you must work your way across a series of precarious ledges
and find a route to safety above.
Broken
Sword features a very intuitive and simple system of interacting
with your surroundings in the form of a context sensitive on-screen
display. There are four empty circles representing the four buttons
on your controller and when you walk near something you can interact
with, an icon appears in one of the circles. If you walk near an
object you can look at it or pick it up, whilst with blocks you
get the option to move them or climb on top of them. Anything of
interest in the surroundings gets a little twinkling star on it
when you come near, again showing various actions you can take.
With doors you can not only open them, but you can also examine
them and listen to see if you can hear anything on the other side.
You can peer through windows too.
When
it's possible to carry out an action then again an icon will appear
and tell you, often requiring you to use a specific item from your
inventory rather than just simple activation. This system is spot
on and so easy to use that in no time you'll be moving blocks around
and swinging your way across ledges like a pro. Actions to jump
up to a ledge, hang down from a ledge, jump across a gap or sidle
along a narrow ledge all appear in as icons and you cannot accidentally
run off a ledge and fall to your death, meaning that you can relax
and find your route without fear of a stupid and pointless death
along the way and this is a very welcome approach to the action.
The downside is that there is never any risk and you do feel a little
detached from the action, but like I said the emphasis here is on
puzzling, so finding your way is more satisfying than actually carrying
it out.
You
have full control of your character as you run around the various
environments, combing the area for any sign of a twinkling clue,
but instead of a full third person perspective the designers have
gone for the cinematic style pioneered by Resident Evil, so every
location is viewed from a set angle with static and moving cameras
viewing the action. This creates a good atmosphere but also creates
problems, as the angle changes so much that when you're running
along you often go veering off the wrong way due to a sudden change
of viewpoint for your character. It's probably a little more pronounced
than similar problems in Resident Evil and can be quite annoying
at times but it never causes a fatal mistake, so it is something
you get used to.
The
backdrops are very detailed but aren't a patch on Resident Evil
(which is possibly the closest thing to Broken Sword around at the
moment, but minus the killing and gore) and they can look quite
jagged and grainy as you run around a room and they scale in size.
Still, every location generally looks luscious and they are so packed
with details and things to examine (with plenty of irrelevant stuff
to look at so the clues aren't too easy to find) that this isn't
too big a deal. The animation on George and Nico is very fluid and
it's a pleasure to watch them push blocks around and climb up ledges.
The cut scenes are cinematic too and always packed with plenty of
action just in case you're feeling a bit starved for it after all
that puzzle solving.
There
are other aspects to the gameplay that crop up from time to time
that do require a bit more in the way of quick reactions and control
over your character. In a few instances an action icon will suddenly
appear during a cut scene and you must press it very quickly to
avoid death. This keeps you on your toes but it's annoying if you
fail a few times and have to watch the cut scene over and over.
Sometimes you must run for it and be very quick to get away from
armed guards or escape from within a collapsing cave, with even
a small hesitation resulting in death. The game autosaves however
and won't make you replay too much if you do die, which is definitely
a good thing. The other element of gameplay brought to the fore
at times is stealth, but proper stealth rather than sneaking up
behind someone and slitting their throat. George and Nico aren't
fighters and don't wield guns, so in some areas the camera angle
will switch to a high up bird's eye view and you'll have to sneak
around avoiding patrolling guards and dogs by sticking to the shadows
and keeping objects in between you and their line of sight. These
sections are a different kind of puzzle and the direct control over
your character's fate is refreshing after all that item finding
and problem solving.
The
sound in this game is excellent, with a range of totally realistic
sound effects to fit your actions in the game and the voice acting
is great, going for a light-hearted approach with plenty of subtle
comedy that keeps things from getting too stale and serious. Most
of the characters you'll meet are real clichés but they are clearly
deliberately so and poke fun at themselves in a way that makes them
likeable. George and Nico are very likeable leads and they have
good chemistry together with their constant banter, while the evil
and withered Susarro and his psychotic henchwoman Petra are villains
through and through. There are plenty of amusing personalities to
meet, such as the Parisian traffic warden who is actually an undercover
member of a UFO cult that believes the aliens are coming, a strutting
English colonel, a new-age hippy, an Irish TV presenter with a taste
for alcohol that rivals Harry's and many more, plus they are all
well-voiced, likeable characters. The music is great in cut scenes
but somewhat lacking in the game and I think that more background
music with plenty of variety would have created a better atmosphere
throughout.
You'll
visit a range of locations on your journey, including the Congo,
Paris, Egypt, Prague and even Glastonbury and there are many areas
to explore such as trap-ridden temples, an abandoned theatre, city
streets, parks, buildings, caves, sewers and more. The regular change
of scenery keeps things fresh and some of the puzzles will have
you scratching your head for quite a while. Whilst some are pretty
obvious, others are downright obscure so you'd best have a walkthrough
guide handy if you're the impatient sort. Sometimes you must combine
items in your inventory before you can use them in the most unusual
ways (in one area you must put a stick of grease paint in a paper
cup then use the heat from a bright lamp to melt it!) but if you
keep trying combinations that seem reasonable you'll hit the solution
in the end.
Whilst
Broken Sword has a lot going for it, that's not to say that it's
perfect and it definitely won't be for everyone. It took a while
for me to become engrossed in the game and the slow pace can be
very tedious at times. When you get stuck and end up running around
the same areas, checking the same things over and over only to find
you completely missed something like a low wall to climb it can
be very frustrating but this does increase the satisfaction when
you persevere and find the solution. The block puzzles can a bit
of a chore to carry out as well (dragging big stone blocks around
isn't exactly fast work) and despite the thoughtful additions of
physical puzzles, stealth, climbing and quick reaction moments,
it can become repetitive at times. Some gamers will find its slow
pace too boring to bother with it whilst others will be driven mad
by the trickier puzzles. The intrusive, frequent and long loading
times break up the action too and become a real bane at times. Still,
the story moves along at a good pace and with a couple of murders
right at the start it all builds nicely to a spectacular conclusion
(yes, there really is a dragon!) The addition of information on
the background of the Broken Sword series and the story from the
first two games is also a bonus for those who want to know what
has gone before.
Broken
Sword: The Sleeping Dragon is an intelligent, engaging and enjoyable
graphic adventure that perfectly captures the style of old-school
graphic adventures whilst bringing its look and feel bang up to
date with luscious graphics and good voice acting. There is a brilliant
range of puzzles, from searching for items and combining them to
manipulating blocks, negotiating ledges and sneaking past guards
and it will tax the wit and lateral thinking of even the smartest
of gamers. However, the lack of direct action and slow pace of the
game won't be for everyone, so for those of you unfamiliar with
the genre it might be best to try before you buy.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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