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Syberia
Review by Jen
July 2002
Benoit Sokal is a French graphic novelist renowned for his series
of Inspector Canardo comics about a hard-drinking, fast-living
duck P.I. His earlier game, L'Amerzone, grew out of one
of these Inspector Canardo comics, entitled, strangely enough,
L'Amerzone, although the game itself bears little resemblance
to the graphic novel, stylistically speaking anyway.
In turn, Syberia grew out of the game Amerzone, although
really it is completely different both in appearance and in gameplay.
Originally conceived as Amerzone 2, Syberia instead developed
into a story of madness and genius, mechanical marvels, and increasing
self-awareness on the part of the heroine. Amerzone (the place,
not the game) is referenced several times in passing in one of
Syberia's locales, but that's the extent of the ties between
the two games.
Whereas Amerzone was a lonely first-person game, Syberia
is played in the third person and contains considerable interaction
with other characters. Many a writer has drawn parallels between
Syberia and The
Longest Journey, and not without good reason. Both
games feature women protagonists who explore both their external
environments and their innermost selves, both games are a joy
to behold, visually speaking, and both have that certain ever-so-rare
magical quality that carries the player body and soul into their
worlds.
There are some differences as well. The Longest Journey relies
heavily on magical and fantastical elements, and Syberia takes
place completely in the modern world where all of the magic is
manmade and (almost) believable. The story of The Longest Journey
was written by a man and Syberia was written by a woman;
thus, to my mind anyway, Syberia's Kate Walker is a slightly
better-realized and more plausible young woman than TLJ's April
Ryan. Only slightly ...
In Syberia, you play as Kate Walker, a pretty, intelligent
but rather vacuous young New York lawyer. You are sent to a small
village in France that is home to an aged windup toy manufacturing
company, your job being to finalize a deal for your client to
purchase this factory. Upon your arrival, however, you find the
aged factory owner has just passed on, leaving only a letter indicating
the presence of a mysterious brother and heir who had disappeared
a great many years ago and was thought to have died as a lad.
Your boss instructs you to hurry up and find the heir and finish
the deal, so you set out to find clues to the whereabouts of this
Hans Voralberg, who is rumored to be in Siberia, in order to obtain
his signature on the contract.
Your journey carries you eastward across Europe, following in
Hans' 60-year-old footsteps, using various interesting modes of
transportation. Wherever you travel you encounter sumptuous decay,
sad remains of mechanical wonders wrought by Hans, all needing
attention to one or two small particulars to return to working
order but never quite realizing their former splendor. All the
while your boss is hounding you and your personal life is spiraling
out of control and yet you are too far from home to exercise any
manner of control over these events.
There was one portion of the game where I felt a big fat moral
compunction about what I was required to do, and if it were real
life I would never have done this thing. Exactly what I feared
was going to happen happened ... but it all turned out right in
the end. Sometimes I wish these game designers would script in
an alternative in these areas so we players wouldn't be forced
to do these stupid things. But that's really beside the pointthis
is only a game after all, merely a collection of microscopic holes
on a plastic disk. Amazing, isn't it, how such can seem so real ...
Syberia's graphics are vibrantly detailed, incredibly
vital. A flight of birds cavorts overhead, the water of a nearby
stream ripples and effervesces along its path, a bubbling fountain
gives you a moment of cheer ... And yet the air is always
still. Leaves don't move, hair doesn't lift in the breeze. I don't
know whether this was intentional on the part of the artists or
merely a technological limitation, but it rang a somehow discordant
and unsettling note that lent itself well to the atmosphere of
the game.
Syberia is a pure point-and-click adventure with no timed
sequences, no action whatsoever, and no mazes. Gameplay occurs
over four discrete areas; in most instances once you've finished
one locale and moved on, you cannot go back again. Puzzles are
all straightforward with abundant clues. There is never a need
to refer to a walkthrough but the game is not so easy that you
don't feel a sense of accomplishment for successfully completing
a task. To my way of thinking, this is the perfect level of difficulty
for an adventure gameit is appropriate for novices and experienced
adventurers alike.
The music is incredibly good, particularly one sequence where
... never mind, I don't want to ruin the discovery for you. For
the most part it is rather sparse, with swelling crescendos from
time to time when necessary. In the sound department the game
relies largely on realistic effectsfor example, your character's
footfalls echo on tile floors, crunch on dried grass, and so on.
The high quality of the voice acting also was a treat for this
player, whose previous two game choices were The
Watchmaker and Jazz
and Faust, both of which scrape deep gouges in
the bottom of the barrel in that regard. Syberia's characters
are given voice either by professional actors or talented amateurs
who actually lend a bit of personality to their roles instead
of merely reading the script aloud.
From madness to mechanics, war machines to windup toys, head
wounds to heart wounds, Syberia's epic tale covers more
than half a century in game time and allows you to spend about
15 to 20 of your real hours playing it, or rather almost living
it. It is really hard for a run-of-the-mill writer like me to
do justice to Syberia in describing it. Ultimately all
I can tell you is this: Play it yourself! It is not likely you
will be disappointed. 
Please visit our
forum to discuss this game
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The Verdict
The Lowdown
Developer: Microids
Publisher: Microids
Release Date: June 2002
Available for: 
Four Fat Chicks Links
Player
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System Requirements
Windows 95/98/ME/2000/XP
PII 350 MHz (PIII 500 MHz recommended)
64 MB RAM (128 MB recommended)
16X CD-ROM drive (24X recommended)
400 MB free hard drive space (1100+ MB required for full install)
16 MB compatible Direct3D video card (32 MB recommended)
DirectX 7 compatible sound card
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