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Review

Syberia II
Developer: Microïds
Publisher: Microïds
Genre: Adventure
Release Date: March 29, 2004 (North American PC launch only, XBox NA release date to be announced)
Platform: PC (reviewed on PC)


Review by Ray Ivey with special assistance from Liz Hammel
March 30, 2004

 

 

 

Syberia 2 review

Walkthrough

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If you are reading this, then Syberia 2 is now available in stores. So before we get started, I have one question for you.

What are you doing, wasting time reading this review?! You could be playing Syberia 2!!

My pal Vermin and I have been anxiously awaiting this game since we played Syberia together two years ago. Upon finishing that game, we promised each other we’d play the sequel together if and when there was one. As I zoomed up the 101 up to her place in Santa Barbara last Friday, I couldn’t help fearing, “Are we setting ourselves up for a huge letdown here? How could this second game not be a disappointment?”

A couple of hours later, after which we’d gushed ourselves hoarse about the game’s virtues, I can safely say that no, we were not disappointed.

Chapter 2

click to enlargeSyberia 2 isn’t so much a sequel as the continuation and conclusion of the first game. The two parts could literally be played together as one game. The story begins on the magical windup train designed by the French automaton-designer Hans. He is accompanied by American lawyer Kate Walker, his very unlikely champion. The two of them are still attempting to find the mythical Island of Syberia, where the mammoths supposedly still roam.

I’ve been accused recently of not discussing the faults of games I like, and of giving away too much plot and even endings. The endings part isn’t true (saying an ending SUCKS isn’t giving it away), but I’m such a nice guy I’ll try to make amends for both sins here.

Second Sin first. I’m not going to tell you whether there are live mammoths or not. So there. I’m not even going to talk about the plot. At all. Beyond to say it’s simply a narrative continuation of the first game. So there.

First Sin second. No, this isn’t a perfect game. The biggest thing missing from it is the sense of surprise created by the first game. If you’ve played that game, you’re already used to the idea of the wondrous mechanical creations of Hans, and you’ve had plenty of time to speculate about his outlandish dreams of a mammoth-infested northern paradise. So there’s little edge taken off of the sense of wonder.

click to enlargeThere are a couple of minor problems in the dialog trees. Occasionally a character will assume you know something a bit prematurely. Most of the characters have an annoying habit of always calling Kate by her first and last name (“Thanks for the bubble gum, Kate Walker. Are you quite comfortable now, Kate Walker?”). One important (and talkative) child character was obviously and distractingly voiced by an adult. And Kate has a hilarious, not to mention hazardous, habit of climbing down a ladder by backing into it.

The game is a bit shorter than the first and the puzzles are a bit easier. While this might disappoint some players, the upside is we found the puzzles to be much more organic and intuitive this time around.

Okay, so much for the horrible stuff.

And for the record, the game is, like its predecessor, a third-person point-and-click adventure with an interface that’s invisible until you pull it up. When you do, it’s elegant, stylish and efficient. Also, there are unlimited save slots, always a good thing.

The Beauty Part

click to enlargeI’ve played a lot of pretty games in my time. Simon the Sorcerer. Broken Sword: Shadow of the Templars. Morpheus. Obsidian. Hopkins FBI. Tron 2.0. Anachronox. Myst. Baldurs Gate, Icewind Dale and their sequels. And I’ve played some beautiful games as well. Starship Titanic. Riven. Beyond Good and Evil. Uru. Journeyman 3. The Longest Journey. Final Fantasy X. Ratchet & Clank. And, of course, Syberia.

Syberia 2 is the most beautiful game I have ever played.

At a time when I would have wagered that real-time rendered graphics had finally won the graphics war, Syberia 2 is a magnificent triumph of old-school, pre-rendered graphics. Working from the ravishing artistic sensibility of writer/director/artist Benoît Sokal, from beginning to end, the game is simply a work of art.

What struck Vermin and I over and over again were the many lush details that enriched the visual, auditory, and gameplay experience.

Visuals: Things like the way the sun would catch the outside of a door when it opened. Or the squirrel running along the train trestle. Or the occasional clump of snow slipping off the roof of a building and landing with a realistic-sounding thump. Or the beautiful reflection of Kate whenever she’d walk over a puddle. We’d make her walk over puddles again and again just to watch the effect. None of these visual details were necessary to the game; they just made the game better. The real-time lighting effects were employed beautifully throughout. And, as Vermin pointed out, even the subtitles have character.

click to enlargeSound: Syberia 2 has the best sound design I’ve heard in ages. Again, it’s all about the details. While on the train, the sounds of the wind pushing against the train and making it rattle and moan were stunning. The score is beautiful, and the voice acting (with the one noted exception) is superb.

Gameplay: As mentioned, in general the puzzles are more organic this time around. Most of the tasks we got saddled with seemed to make some sort of sense. Because of this, there’s not as much frustrating to-ing and fro-ing as there was in the first game. There’s also not the annoyance of all of those locked doors that lead nowhere – remember that? There are a couple of pretty sticky puzzles, however. Two of them can be solved with enough trial and error, but one of them – involving a clock – feels a bit too much like a refugee from Reah or Schizm. This is probably the worst single moment in the game, as this opaque puzzle stops the game in its tracks until you solve it.

For the most part, however, the puzzles are lots of fun. There’s a particularly interesting one in which you use cups of water, a fish skeleton and an owl-like predator bird to manipulate a lemming through a maze of ice.

The game is full of beautiful cutscenes, all of which are available to replay after the first time you come across them. Particularly visually delightful are the scenes of Kate’s boss back in New York trying to figure out how to get her back. These scenes are produced with a bunch of gruff talking men in silhouette in front of a beautiful round deco window. It’s very reminiscent of the look from the early scenes of Citizen Kane. In fact, the game has such cinematic flair that you wish Microïds and Sokal would team up and actually make a feature film.

I promised not to talk about the plot but I will say that you will get very swept up in it. And for those who found the automaton Oscar a bit irritating and unhelpful in the first game . . . Well, you might find him exactly as irritating and unhelpful this time around. But all I can say is just wait a bit, it's worth it.

Death By Penguin

click to enlargeFor fans of Amerzone (the first Microïds/Sokal adventure game), the artistic and thematic precursor to the Syberia saga, there’s also some good creature action. While not as extravagant as that earlier game (will I ever get over those amazing water giraffes?), the creatures are still fun. In fact, in several instances the creatures are integral to the puzzle-solving process.

Two things impressed Vermin and I the most about Syberia 2. First, its production values feel so luxurious it’s hard to believe an adventure game would get such a budget these days. Second, from stem to stern the game feels like it was built by people who loved their work. The loving details that went into this game are so numerous and delightful, you’ll want to play this game very slowly and savor it all. This is the most TLC-drenched game I’ve played since Anachronox.

I have to quote something off of the Microïds website. Under the heading “Our Philosophy,” it says, in part:

Video games should push the boundaries of creation and inspire those who play them.

They have certainly achieved that goal with this game. While not perfect, the virtues of the game overwhelm its minor shortcomings like a tsunami over tinkertoys. I have to congratulate Microïds – in collaboration with Benoît Sokal they have created three of the most beautiful and compelling adventure games ever released. As a gamer, I earnestly thank them for Syberia 2. And I think you will, too.


Final Grade: A+ (and that’s just because I can’t think of a higher grade)

System Requirements:

Minimum System Requirements:

  • Windows 98/Me/2000/XP
  • Pentium II 350 MHz processor
  • 16 MB Direct3D (DirectX 8.1) compatible 3D video card
  • 64 MB RAM
  • 400 MB available space on hard drive
  • 16X CD-ROM drive
  • DirectX 7 compatible sound card

    Recommended System Requirements:

  • Pentium III 800 MHz processor
  • 32 MB Direct3D (DirectX 8.1) compatible 3D video card
  • 128 MB RAM
  • 24X CD-ROM drive

This review is copyright Ray Ivey and Just Adventure and may not be republished elsewhere without the express written consent of the author. Republication of said review must also contain a link back to Just Adventure.