![]() ![]() It happened all too often that we found ourselves hunting for an object only to, hours later, accidentally unlock the item after a seemingly unnecessary conversation. What's worse is the fact that you sometimes have to speak to an individual one or more times before you can interact with key objects, so even if you're dead sure what is needed to solve a puzzle, and you stand right in front of the object, you can't simply pick it up and progress the story until you've spoken to the right person once or, at times, even several times. The environments are far too "open" to primarily focus on finding items, and it's easy to overlook the things needed to progress the narrative. Enter the enchanting world of Benoit Sokal. Most of your time is spent finding the various pieces of the puzzles, not actually solving them, which is frustrating. This fact became clear only partway into the game, but when it did it was made painfully clear. For starters, there are not nearly enough puzzles. That said, there are a number of problems that we need to address. The plot is interesting enough to keep one immersed and the various puzzles are wonderfully nostalgic and challenging. It seems as though the Russian military has assumed control over the facility, and Kate Walker quickly becomes a target. Unfortunately, but hardly to anyone's surprise, she's not exactly in your typical hospital. ![]() The players first objective is then to exit the room, sort out a prosthesis for Kurk, and head for greener pastures on an ostrich. After all, this one-legged patient is the chosen leader and his one calling in life is to lead his people and the snow ostriches to new pastures. Kurk must, however, reunite with his people who are waiting in a nearby village as soon as possible. He introduces himself as Kurk, leader of his people, and he's feeling alright given the circumstances. With challenging point-and-click game play. Full of weird characters and beautiful landscapes. In Syberia 1 and 2, you were immersed in this steampunk world. Unfortunately, doesn’t hit the highs of the previous Syberia games. One of the Youkols who rescued Miss Walker is sitting next to her, strapped down into a wheelchair that seems to have been taken straight out of Hostel, with a recently amputated leg. Syberia 3, the long-awaited (13 years) next chapter in the series. After a short introduction sequence explains that Kate Walker was saved from a sure death by Youkols, you wake up in a hospital bed in what seems more like a torture chamber than a place of healing. Many Syberia fans felt the second game left a lot of questions unanswered and you won't find many of those answers in Syberia 2. But trying to select hot spots, particularly with a controller, is a miserable experience, making even the most simple brain teasers lessons in frustration.Syberia 3 starts off after Hans Vogelberg's goodbye from the back of a mammoth and the death of tinman Oscar. A hint of physics enhances their tactile nature, making them feel all the more tangible and even slightly playful. Most of them involve tinkering with satisfyingly mechanical and mostly logical conundrums, all gears and levers and enigmatic buttons. These issues even get in the way of the one bright spot in this otherwise dreary adventure: puzzles. Regardless of whether you use mouse and keyboard or, as recommended, a controller, Kate moves like a tank through mud, her poorly animated body struggling to even walk up stairs, and that’s when the camera isn’t doing it’s best to obscure everything. Navigating these environments is also a terrible chore. Things do admittedly pick up once Kate hits Baranour, an abandoned amusement park that evokes Pripyat’s haunting fairground, but even that ruin misses the mark, never quite reaching the heights of striking Aralbad or the imposing Romansburg monastery. ![]() Much of the game is spent sauntering around a vaguely medieval village dominated by a non-descript dock and an equally forgettable ferry-wonders are few and far between. Gone are the gorgeous pre-rendered scenes of the previous games, replaced with plain, often downright ugly, three-dimensional environments. The move to 3D has done the game no favours. ![]()
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