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The English language translations are awful – so poor, in fact, that they feel like they were copied wholesale from Google Translate. Sadly, even in French, the writing is rather poor. Once I switched it to French, the quality picked up significantly, and the facial animations now synched with the dialogue. The English language voice acting is unforgivably amateurish, but thankfully the game does allow you to change the audio. The storytelling, world building, and characterization are all well below par. Unfortunately, the issues with Syberia 3 are not restricted to its mechanics. There are some wonderful physics and logic-based puzzles in the game, but I did not enjoy a single one because the game's control scheme fought me every single time. An additional barrier: you might not realise something is interactive simply because you aren't standing in the precise positon required to use it. Often the solution to a puzzle is clear, but because objects only allow interaction when you're within a certain distance or looking at an object in a certain way, you'll often not be able to complete a task. You'll often need to repair or modify a mechanism of some description, and the issue here is in the execution, rather than the conception. They are mostly well designed, with solutions far less obtuse than those in many adventure games. They are by far the best aspect of the game, and had they been handled competently, they could have – in some degree – saved the game from itself.
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The clunkiness of the controls carries over into what is arguably the most important aspect of any adventure game: the puzzles. Kate's glacial movement speed and awkward animations certainly don't help, and all the while, all I could think about what how much easier this would be with a traditional point and click movement system. Navigating some of the more confined spaces becomes an exercise in frustration as you are constantly getting caught up on invisible barriers or edges of objects that seem to project further than the on-screen model. Movement is sluggish and unresponsive, and Kate often gets stuck on the scenery. That makes KB+M only slightly less frustrating than the recommended controller option. Mouse and keyboard are supported, but are so poorly implemented that they're rendered virtually unusable. Also missing are the point and click controls, replaced by a rather ungainly controller interface. Gone is the hand-drawn art, and it has been replaced with very out-dated and rather flat-looking 3D models and muddy textures. After more than a decade between sequels and a slew of development issues, the game that has made its way to eager fans is not what was expected. Until this point, the Syberia games were traditional 2D point and click adventures with a focus on breath-taking art with a steampunk lilt. Here begins Kate's latest adventure, and my maddening descent into frustration, confusion, and near constant disappointment. Here begins Kate's latest adventure, and my maddening descent into frustration and disappointment Her first task is to escape, but it is made abundantly clear that the staff are rather intent on preventing her from doing so. Some indeterminate time later, Kate wakes to find herself confined within a Cold War-styled asylum presented as a hospital. Her rescuers are the Youkal, a migratory aboriginal tribe introduced in the previous game, and they are a driving force for the story in this chapter. Syberia 3 opens with a short sequence where our heroine, New York lawyer Kate Walker, is rescued from the washed-up boat she used to escape the titular island of Syberia in the previous game. After all, no one wants to see a repeat of Duke Nukem Forever. Diverging from the tried and true can breathe new life into an aging franchise, and when the gap between games is a whopping 13 years, a refresh is not only recommended, but probably required.
#Syberia 3 trailer official series
When a beloved series heads in a different direction it can be refreshing.