Various 3D touches - such as animated water, flying birds, morning haze, and so on - bring this background scenery to life, as do the 3D character models.
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Each location is rendered with 2D backdrops that could have been excerpted from a contemporary graphic novel. It stretches across Europe, from Valadilene to the university town of Barrockstadt, and on to the futuristic Russian city of Komkolzgrad and the strange land of Aralbad. The elder Voralberg sibling, long believed dead, has become the sole owner of the toy factory, and as such must be contacted before any sale can be arranged.Īs you might expect, Kate's search for Hans Voralberg becomes the focus of Syberia. No sooner is Anna Voralberg interred in the family mausoleum, however, than Kate is informed by the local notary of the existence of Anna's brother Hans. Of course, things go horribly wrong right from the beginning, Kate being welcomed to Valadilene by the funeral cortege of the person with which she was supposed to be negotiating. You play Kate Walker, a New York mergers and acquisitions attorney sent to the European town of Valadilene to arrange for the purchase of the Voralberg Toy Factory. Like The Longest Journey, Syberia features a female lead. Although Syberia might be too traditional an adventure to convert the masses, fans of the genre shouldn't miss out on what is easily the finest game of this type since The Longest Journey arrived in late 2000.
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Sokal has developed a slightly surrealistic world as captivating as a good fantasy novel, and populated it with three-dimensional characters that wouldn't be out of place in an award-winning movie. Although it features all of the expected lapses in logic, the setting is so wondrous and the plot so fantastically engaging that it's easy to forgive any faux pas. Which brings us to Syberia, a new adventure envisioned by French graphic novelist Benoit Sokal (best known in gaming circles for Amerzone, one of the biggest-selling adventures to hit Europe during the 1990s) and brought to your hard drive courtesy of Canadian developer Microids. And that if you're going to get persnickety about such things as logic and common sense, you're not going to enjoy too many adventure games. They know that brainteasers and wildly intricate storylines have formed the backbone of every good adventure since Larry Laffer first hit the town in his leisure suit. Aficionados know about these things, however. One of the touchstones of the adventure genre is the presence of unnatural puzzles and illogical plot points that parody real life.