Broken Sword goes Tomb Raider!
So the more astute of you will probably have noticed a theme emerging in my reviews lately. For those who haven’t noticed, I have been reviewing the ‘Broken Sword’ series. Part of the reason for this is that I’m currently not in a position of having any new games to review, and so have decided to re-visit some classics, and part of the reason is that it’s strongly rumoured (through leaks/hints from Charles Cecil, Rolf Saxon, and Revolution’s Facebook page) that a fifth game is in the pipeline, and that with this instalment, the series will return to its’ 2D roots. Anyway, not wanting to build anyone’s hopes up too much (although I’m pretty psyched), I’ll write more on that when/if the game is announced. The third instalment of the Broken Sword series is a fairly radical departure from the previous two instalments. The first thing the player will notice upon starting the game (if the game’s box didn’t make it obvious enough) is that the game has taken the plunge into the third dimension, and as such has become a very different animal to the simple point-and-click interface that worked so well in the first and second games. That said, The Sleeping Dragon does still manage to feel familiar, and doesn’t totally alienate the player from what they would have been used to in the previous games.
Despite the fact that The Sleeping Dragon is far from a work of technical perfection, it is still extremely playable, and the story won’t fail to captivate the player
Another noticeable change is the interface, which no longer uses a point-and-click system, but entirely relies on the keyboard for both movement and interaction. Sadly, much like the otherwise ineffable Grim Fandango, the interface feels clunky and takes some getting used to, and at times the camera angles used can make certain segments pretty difficult to complete on the first attempt. This brings me to another slight niggle – while the first two games had certain points where a player could die if they failed to complete an action at the right time, or triggered a certain set of events, The Sleeping Dragon has traded this for a series of quick-time event styled segments, where you have to hit a certain action button at the correct split second in order to avoid death. While this is an interesting approach, it gets annoying very quickly, and breaks the flow of some fairly cinematic sequences. Putting these things aside though, the game does have some very good points.
The Bad: Clunky Interface,; Repetitive Puzzles,; Annoying Quick-Time Events.