Syberia places players in the role of Kate
Walker, an American lawyer on a business trip to
a small town in the French Alps. Kate’s law firm
is brokering the sale of an old clockwork toy
factory to an American corporation, and she’s
crossed the Atlantic to secure the signature of
Anna Voralberg, sole heir and owner of the
factory. Except that by the time Kate lands,
Anna Voralberg is dead, and a letter she left
with her attorney tells Kate that there is
another heir to the factory — Hans Voralberg,
Anna’s brother, long believed to be dead. Now,
if Kate wants to finish the deal and get back
home, she’s got to track Hans down — and that
means following his 60-year old trail across
Eastern Europe, deep into the snowy depths of
Syberia, where Hans traveled in search of the
mammoths that supposedly still roam the
countryside.
If
Hans Voralberg never really died, then what will
Kate find in his tomb?
Syberia’s story was written by European comic
artist Benoit Sokal, and the great writing is
evident in this version as well. The story’s got
many things going for it, like its haunting tone
and a genuinely compelling central mystery, but
its strongest element is its cast of characters.
Each is unique and full of personality,
especially Kate herself; as the plot unfolds and
Kate uncovers the tale of Hans’ journey across
Europe, she’s forced to re-examine her life in
light of her discoveries. The greatest literary
heroes are the ones who have an arc, who grow as
the story takes place; as she gets deeper into
the continent, Kate is changed by her
experiences, and these changes really resonate
with the player.
Kate
will visit many strange and wondrous locations
in her quest.
So Syberia’s story pretty much survived the
porting process. It’s when you get into the
actual gameplay that the problems become
apparent. Gameplay in Syberia is pretty standard
for the adventure genre: by using the stylus on
the touch screen, you’ll make Kate walk from
place to place, investigate various areas and
objects in the environment, and use the items
you collect to solve puzzles in each location.
So far, so good, except that each of these
different actions has at least one major flaw
that, when taken together, more or less ruins
the experience.
Take simple navigation, for instance. Touching
an area of the level makes Kate walk there —
what’s there to screw up about that? Well, for
starters, Kate walks at a glacial pace, and
there’s no way to run. It takes forever just to
walk from one side of the screen to the other,
let alone from one end of the map to the other.
Kate also seems to regard your taps as a vague
suggestion of where you want her to go — there
were times that I would tap an area to the left
of Kate, and she’d turn and start walking to the
right. It’s also tricky navigating through
narrow indoor environments, as Kate tends to get
stuck on anything and everything in her path.
Just getting around each area is a frustrating
pain.
And once you’ve arrived at your destination, the
frustrations continue. Whenever you find an area
that can be investigated more closely, the game
switches from its cinematic area view into a
close-up, first-person perspective look at
whatever you’re investigating, and from here you
can pick up, manipulate, and use various items
to solve the puzzle at hand. But on the DS’s
small screen, the relevant objects and locations
are almost impossible to see, even in the
zoomed-in view. I got stuck on the very first
puzzle in the game — as close to a “freebie”
puzzle as the game ever gives you — by
overlooking a tiny clockwork key, essential to
solving the puzzle. I couldn’t see it because it
was about six pixels big and almost the exact
same color as the desk it was sitting on. In
fact, if I hadn’t played the game before and
known the puzzle’s solution, I might never have
made it past the game’s first area.
You’ll have to comb each screen, pixel by pixel,
to find the items you need to continue.
The problems don’t stop there. The inventory, a
crucial and integral element of any adventure
game, is unwieldy. You’ve actually got two
separate inventories — your normal catch-all
inventory, and your field inventory, which
supposedly offers quick access to items used to
solve puzzles. Having to manage two separate
inventories is confusing enough, and the
confusing way the game makes you go about
interacting with it only makes things worse. For
example, you collect plenty of text documents as
inventory items, and reading them is necessary
to progress. You’ve got a read button in your
inventory screen, so it should be simple enough
to select the paper then click “Read”, right?
Wrong. Instead you’ve got to drag the paper to
the empty box beneath the “Read” button,
then click it, a fact
that took 15 maddening minutes to figure out.
There’s no reason for this to be required; it’s
just an extra, annoying step the game puts in
the way of you being able to advance.
Even relatively simple elements of the game
somehow go wrong here. The PC version of Syberia
is full of top-notch voice acting, and with the
DS’s memory I don’t think anyone can fault this
version for forgoing the vocals. But since now
all dialog and story elements are written on
screen, is it too much to ask for a clear,
readable font? Instead, all text is written in a
blocky, all-caps lettering style that looks like
the default font on a PC from 1983. Every dialog
sequence is a strain on the eyes, to the point
that I had a headache before leaving the first
town.
At the very least the port team has done a
relatively good job of translating the game’s
visual and audio elements to the DS. The PC
original was lauded for its breathtaking
pre-rendered environments, and they survive the
DS transition remarkably well. Each area is
gorgeously laid out, with plenty of details to
make the game world feel like a real place you
could get lost in. Less impressive are the
character models, which are significantly
simpler and blockier than their PC counterparts,
but that’s got more to do with the limitations
of the DS hardware, and they probably look as
good as they could have given the DS’s 3D
capabilities. The music, a high point in the
original, sounds great here as well, and might
be the single best thing about the game. Every
area is accompanied by hauntingly beautiful
orchestral scoring, which along with the
environments give the game its mysterious and
evocative atmosphere.
Even
on the DS’s tiny screen, the environments are
strikingly beautiful.
I really wanted to like Syberia on the DS, and I
tried to get lost in the game the way I did when
I first played it six years ago. But at the end
of the day, the DS version is simply too flawed
to be playable. Sure, Kate’s quest is as
compelling as ever, but it’s not worth the
aggravation it would take to follow her across
Europe. Syberia remains required playing for any
point-and-click aficionado, but do yourself a
favor and track down the PC original instead.
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