But we know she’s not in any danger because they just want her to come home, being naturally concerned about the physical & mental well-being of a New Yorker running off with a crazy old man in search of a place that might not exist into the arctic. The cutscenes certainly look foreboding, with everyone standing shadowed & faceless. I feel like the developers were trying to build tension, like we’re supposed to be concerned Kate’s being pursued. He even gives up the chase half-way through, thus having absolutely no impact on the story. He has no point in the story other than relaying what we already know to the family. My problem with this subplot, however, is that it goes nowhere. It’s implied this happens because Kate’s mom is hounding her boss, which any proper mother probably would do. The only odd thing is a little subplot involving Kate’s boss in New York sending a private detective to track her down, hoping to bring her home, because they clearly think she’s crazy. This also means that the few characters we interact with have a real presence in the game. Similarly, it’s not a surprise when Hans gets sick (because he’s an old man in the arctic), so it makes sense that Kate has to seek medical aid from the local monastery. Given that these thugs seemed a little too interested in her train, it doesn’t come as a surprise later when they steal it & Kate has to chase after them. For example, the game starts with Kate’s train having to stop for coal, & she ends up tricking some local thugs for gas to power the coal shoot generator. But Syberia 2’s plot is more focused, & the problems that arise during it make sense, & seem very natural. #SYBERIA II PS3 SERIES#Talk about a series of unfortunate events. I remember in the last game a strange interlude with a creepy guy who made us bring him a retired singer because he was obsessed with her, resulting in Kate blowing up the factory for them to escape, only to return to her train to find Hans. The story, settings, & events that unfold are more cohesive & coherent. Narrative: Although the first Syberia already had a pretty tightly focused story, Syberia 2’s narrative is even more self-contained, which I appreciated. As one might expect, traveling through the frozen wastes of Russia is no easy task, & numerous obstacles arise that only Kate seems inclined to solve, either by collecting the right item to unlock progress or reading clues in the area to solve some mild puzzles. Thus their journey concludes by the end of the game.Īs with Microids other games, Syberia 2 is a point-&-click adventure game with a few puzzles thrown in for good measure. At the end of the first game, Kate meets Hans, now an old man, & they begin the final leg of their journey to find Syberia, a mystical land far to the north where mammoths still live. Thus begins Kate’s strange journey through automatons and half of Europe as she follows Hans’ trail. In the first game, we played as Kate Walker, an attorney from New York, who travels to Europe to finalize the takeover of a toy factory, only to learn that the owner has just died, & that a brother no one knew she had is now heir, meaning Kate must track him down to go through with the deal. Syberia II picks up almost immediately after the events of Syberia. Even if I don’t remember every single character’s name, I remember what happened &, most importantly, where the game left off. In comparison to the Still Life series, Syberia’s story is pretty self-contained, which can certainly be to a game’s favor. Unlike the previous adventure game series I just concluded, I actually remember exactly what happened when I played the first Syberia years ago.
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