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Broken Sword II: The Smoking Mirror
Review by Jen
I have a great pile of games as yet unplayed, and this was one
of them. I had played the first Broken Sword game (Shadow
of the Templars; Circle of Blood in the US), and my opinion
of that one was pretty lukewarm. I thought there was far too much
conversation and not as many puzzles as I would like, but parts
of it were truly outstanding. However, I know these Broken
Sword games are many people's all-time favorites, and I wanted
to try to understand why. Here's what I thought of Broken Sword
II.
You return as George Stobbart from Circle of Blood and
go to meet up with Nico in Paris after a six-month separation
only to find her in the midst of being kidnaped. In your attempt
to rescue her, you get into a bind involving a giant spider. After
you save yourself, you must locate and save Nico. You find out
that Nico has a Mayan artifact that she was on her way to show
to Professor Oubier when she ran into trouble at his home. George
and Nico must escape the immediate danger and track down the origin
of the mysterious artifact. They learn that they must obtain two
more artifacts to go with the one they already have, in order
to stop the rebirth of the Mayan demon-god who was trapped in
a pyramid by the three artifacts. Their quest leads them to a
Central American jungle, the Caribbean, Marseilles, and the British
Museum.
I am no historian and have not researched the background at all,
but the story gives the appearance of being well-founded in actual
history and mythology. Some of the elements in this game have
turned up in many other games as well, particularly the Mayan
parts. That seems to be a favorite theme for game designers. The
designers of the game seemed to have taken bare-bone historical
facts and written a credible, magical story around them, much
as the authors of Black Dahlia did with that well-known
story. The only holes in this plot involve the characters' ability
to travel across the world instantly and without ever having to
worry about money, but I guess you just have to suspend your disbelief.
Also, while I don't want to give anything away, the ending video
sequence was a disappointment. However, on the whole, the story
is extremely strong and well thought-out.
This is a cartoon-style game. It has easily the most well-drawn
and detailed backgrounds of any game I have ever played. (The
same can be said of Broken Sword I.) The artist(s) really
took a lot of time and care in drawing the scenes, and it pays
off in the beauty of the game. The backgrounds rival Michael Hague's
illustrations for The Wind in the Willows, a book I'm sure
many of you enjoyed as a child, and are in the same style. The
cut scenes are very high-quality, too. There is no jerkiness and
no pixelation, even in the fast-action parts.
The movement of the characters on the screen during gameplay
is sometimes kind of goofy, though. It is obvious that there are
only set paths they can take, so when you go to look at something
or talk to someone on the other side of the screen, the character
will take a long, circuitous, rectangular path instead of the
straight-line path. This is a very minor flaw present in most
games of this type, but it is disconcerting nevertheless.
The gameplay is tedious. It involves a lot of pixel-hunting and
way too much conversation that doesn't move the story or
game along. If you get stuck, you just go talk to everyone again,
at length, ad nauseam, try every item on everything else, and
then go talk to everyone again. Sometimes the thing that
makes no sense at all is the one that works. It seemed to me,
though, that this game had less conversation than Broken Sword
I, which is a small blessing. I had forgotten how much I disliked
that aspect. Most of the puzzles, besides the conversing ones,
are inventory-based, and there are a couple of "traditional"
puzzles in the end game that require manipulating objects on the
screen.
One thing I did like, however, was that the viewpoint in the
second half of the game switched between George and Nico. I know
this is nothing newwitness the Maniac Mansion games
and Gabriel Knight IIbut I really like switching
styles and perspectives in a game. I do wish game designers would
try to incorporate a little more of this, especially involving
woman characters.
One technical note: Your CD drive must be lettered D: or E: to
install the game. I found that out by looking at the FAQ
on the Virgin web site, which, by the way, offered no patch or
update to fix this. My CD drive is G:, and I spent quite a long
time wondering what was wrong with the CD before checking the
Virgin site. My DVD drive is D:, so I just used that. While it
is a small matter to reletter your CD drive, it would be a pain
in the hindquarters to change it back and forth every time you
switched between playing the game and using all of your other
already-installed-using-a-different-letter CD software.
The music is nothing specialit serves pretty well to set
the mood but is not memorable. There is not a lot in the way of
sound effects. This is mostly a conversation game with some inventory
puzzles. The voice acting is largely passable, but the voice actor
for George Stobbart is particularly annoying in his insipidness,
and some of the minor characters got on my nerves in a big way.
Pearl and Duane, the American tourists in Syria from Circle
of Blood, reappear at one point in this game. They were big-time
irritating the first time around and no less so in this game.
I was also never convinced of any kind of attraction between
George and Nico, who are supposed to be an item, and I wondered
what a cosmopolitan, sophisticated Frenchwoman such as Nico would
be doing with a lout like George in the first place. He always
refers to Nico as "my girlfriend" and she just calls
him "Zhorzhe." Maybe it is a one-sided attraction on
his part. Maybe in Broken Sword III, he will be a stalker
whose mission in the game is to have Nico be his alone ... forever!
The two major characters were never quite persuasive.
I would recommend this game for the good story line and the beautiful
graphics, but if you want a game that has more adventuring, look
for another.
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The Verdict
The Lowdown
Developer: Revolution
Software
Publisher: Revolution
Software
Release Date: 1997
Available for:

Four Fat Chicks Links
Player
Feedback
Screenshots

System Requirements
Pentium/Windows 95
16 MB RAM
DirectX 5
Where to Find It

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by any party(ies).
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