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Broken Sword: The Angel of Death Review

PC Review by Kristan Reed

15 September, 2006

Page 2 of 2. <- Page 1

The puzzles, though, we struggled with periodically almost from start to finish (apart from the excellent hacking minigame that reminded us of long-forgotten path connecting 8-bit puzzle classic Deflektor). It's not so much that we're out of practise with adventures; well, we clearly are, but we don't want to brandish that as an excuse. Maybe it's years of having our lateral though processes dumbed down by endless watered down action adventuring and simple object hunts, combined with button pushing. Or maybe Revolution's efforts continually blur the line between logical and just damned pernickety. Time and again, progress was utterly barred by having not done an action at the right time. Sometimes you'll do an action, activate a machine, and find that it doesn't really do anything of interest - only to later discover that it only becomes relevant when you've done something else. Often you'll wander around baffled by what to do next, thinking you've searched every room, activated every object, only to discover it's simply a case of doing things in the right sequence. It's needlessly frustrating as the game gives the player absolutely no inkling of what they're trying to achieve. Dare we suggest, the solution to the game's own problem is to provide its own task list of objectives, or at least prompt the player that once they've done something significant, they should do this next. It's a common trick in action adventures - pan the camera somewhere else to drop a large clue of what the next port of call is - but The Angel of Death all too often leaves the player high and dry.

Speak no evil

The most needlessly tiresome element that we kept crashing into time and again was the 'conversation effect'. Progress is so often held up until you've flitted between locations and ensured that you've asked everyone about everything, because until you do, the subject won't show up in the other person's conversation tree, and thus they won't be able to give you the crucial piece of information required to present to someone else. And even then, you've got to be mindful enough to do things like examine objects in your inventory ("oh look, there's something written on the back") and combine certain objects. Or remember to use your PDA to hack computers. All things the game never prompts or suggests or hints. The merest amount of hand-holding would have made The Angel of Death a far more enjoyable experience. As things stand, your only option is to plug away and hope that something clicks, or you notice some previously obscure object, but more often than not, even when you do solve something, you still shout incredulously "how the hell was I supposed to know that?". Even the option of highlighting objects that you need to interact with would have helped - sometimes the objects are a few pixels wide and obscured by semi-darkness, and if you've walked past them the first time, there's a pretty good chance you'll take an age to go there again. Even knowing what you're looking for isn't enough.

'Broken Sword: The Angel of Death' Screenshot nico

Nico's back.

Fortunately, there is an online hint system that gradually gives clues before revealing the full solution. Even used as a last resort, you can stillfind yourself wondering why absolutely crucial details are left out - or in one memorable instance, why the actual solution bears no resemblance to the logic of reality ("why didn't you shout out the code through the door, you stupid $#&@?!!"). It's definitely a lot of fun deciphering clues and applying lateral thought to situations and scenarios, and being inquisitive, but on at least half a dozen occasions we wanted to throw in the towel, go up to York and give the lovely Mr Cecil a stern talking to.

But the veteran in me remembers that point and click adventuring was always a bit of a cursed love-hate affair. Even the best of LucasArts efforts housed some ludicrous puzzles. It's always been a catalogue of slightly unhelpful situations that come together in the end. You don't play adventure games to be able to breeze through them like an FPS or a typical action adventure. You chip away at them. Mull over them between sessions and come back with a fresh approach, and get dragged along by the desire to see the story unfold. In a way, they're the worst kind of game to review, because you're under strict time pressure to get through them, and you particularly don't need to be put under pressure to review games like this, because it's always so frustrating once you're stuck. It's not like GTA where you can just go off and play a side mission. This is about as linear as gaming gets - and to a fault, perhaps.

Too pure

As an example of classic, back to basics point and click adventuring, there can perhaps be no finer recent example in the genre than The Angel of Death - it's a nailed-down must-buy if you're an adventure diehard who plays every one. It's got excellent production values, a great script, solid cast, a delightful orchestral score and some of the most challenging puzzles seen in a videogame for ages. But for mere mortals, trying to play through without the walkthrough will be among the most daunting experiences in videogaming, and it's there where we fell out of love with The Angel of Death. It's a great game in so many respects, and we're overflowing with admiration that Revolution stuck to its purity of vision about what an adventure game can and should be about in the mid noughties. But when you're sat in front of the monitor filled with rage because of some utterly obscure puzzle, you'll have to question whether consistently busting a player's balls in so many ways is the right approach these days. It is a game's duty to entertain, after all, and being trapped in a handful of locations with nothing to do than click on everything and everyone in the vain hope that something might happen is a peculiar way to pass time. Revolution should take heart that it got most things right about The Angel of Death, but that giving the player a repeated bloody nose should be optional, rather than a mandatory part of the experience.

7/10

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Dirtbox
15/09/06 @ 10:44
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Smashing.
the_dudefather
15/09/06 @ 10:47
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does the lucky lump of coal make a well deserved comeback?
Darren
15/09/06 @ 10:48
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Seems a fair score to me based on the demo I played. One thing that infuriated me about the demo was how uninteractive everything was, you didn't get a humourous response to, say, trying to set fire to everything and the game lets you use what it wants you to which makes some of the puzzles rather TOO obvious I think...

It's looks like a decent game but from the demo seems to lack the humour and inventiveness of the Monkey Island and Grim Fandango games. My copy of the game should arrive from Play.com tomorrow; it only costs £17.99 which is good price for these kinds of linear, old-fashioned adventure games
kangarootoo
15/09/06 @ 10:50
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Yay for the return to (at leat the option of) a point and click interface.

/runs down garden path weeping and hugs PnC interface that has just returned after I thought it was dead for the last 10 years.
Dr.Gash
15/09/06 @ 10:55
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I'm hoping the full game is a step up from the demo. Not being able to skip dialogue was a terrible design flaw and, as another poster mentioned, the characters were so lifeless in 3d it was a bore to watch when you did have to sit through lengthy conversations. That salami guy talked for ages and the only thing that moved was his mouth, despite giving quite an impassioned speech about salami. The demo was quite lame.
Pac
15/09/06 @ 10:56
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I too salute the return of PnC control. The only thing that has come close recently is Phoenix Wright on the DS - a machine sadly starved of decent PnC gaming.

But why oh why is it only on the PC?

Being a bit of a Ludite I can never get anything to run on my aging PC. The demo coughed and spluttered along alarmingly even after downloading the latest drivers yada yada..

Must...wait...for...console...release
penhalion
15/09/06 @ 11:17
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Darren

Did you get the apron from that salami guy? I gave hima golf club in the demo and then couldn't seem to do anything at all!

This is seriously colouring my purchase of this game.
RMXtreme
15/09/06 @ 11:28
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@penhalion
You should try giving him the cigarettes in exchange for the salami.
hence776
15/09/06 @ 12:52
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Aaah. A REAL adventure game at last. Now I am just waiting for Police Quest to come back too... :-)

Does anyone know what formats this game is on? Does it come to Xbox?

Oh, and good review btw...
kangarootoo
15/09/06 @ 13:04
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The official site only gives mention to a PC version, so I suspect not :(
kid666
15/09/06 @ 13:06
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You still can't skip dialoge in the final version. Makes me angry.
I've been playing for about half an hour and I already got stuck two times. Its old school adventure gaming alright:)
Genji
15/09/06 @ 13:31
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Make a DS version!
Darren
15/09/06 @ 13:48
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Penhalion - "Darren

Did you get the apron from that salami guy? I gave hima golf club in the demo and then couldn't seem to do anything at all!"

Yeah, I completed the demo in about 20 minutes.

I found it surprisingly easy for the reasons I gave above; that is the limited number of items you have and can interact with. You can pretty much randomly try things and you'll get the solution in the end as the game doesn't allow you to interact with anything else that isn't integral to the plot.

That's why it feels so linear and there's a lack of responses for silly things you might try like setting said guy on fire with the lighter. Instead you get a rather dry "I don't think I should do that" or something like that. Kind of reminds me of those old text driven adventure games that required you to type in the EXACT phrase in order to progress through the game. I think Revolution could have made the game a little more atmospheric had they injected more humour into the game and anticipated people trying silly things; it's what made games like Secret of Monkey Island so memorable for me...
Artemus
15/09/06 @ 14:23
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Apparently 70% of BS3 sales were PC. Hence no console release.
morriss
15/09/06 @ 14:54
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/buys

Good stuff! Adenvture games ftWiin!
SeesThroughAll
15/09/06 @ 15:15
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Make a DS version!

There's homebrew SCUMMVM for the DS too.
smelly
15/09/06 @ 17:24
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ScummVm DS is rubbish, you cant move your cursor over things - it automatically selects them

This would be ace on the wii.. using controller instead of mouse ... like!

Trying out demo as soon as it's finished downloading.. not long now.
Lex_Luthor
15/09/06 @ 19:37
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"Apparently 70% of BS3 sales were PC. Hence no console release."

That really really sucks :(
botherer
15/09/06 @ 19:55
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Smelly: "ScummVm DS is rubbish, you cant move your cursor over things - it automatically selects them"

Yes you can. You press Up on the Dpad and it becomes a hovering cursor that you can sweep over things.

And even if it couldn't, which it can, how is it rubbish?! It's flipping awesome! You're playing some of the best games ever on your DS!
smelly
15/09/06 @ 20:36
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Yes you can. You press Up on the Dpad and it becomes a hovering cursor that you can sweep over things.


Ah, colour me embarrased.. I'll have to try again..

Whoops! teach me not to RTFF.

smelly
15/09/06 @ 20:37
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>That really really sucks :(

Yeah.. but console gamers are by definition stupid.. look at how many arguments go on. lol

Normally I PREFER to play games on a console, but with BS3 I bought the pc version, something didnt feel "right" about not playing an adventure game on a pc.
morriss
16/09/06 @ 16:52
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Any views on this yet? Anyone had a go?
stephen
16/09/06 @ 18:04
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Oh point and click adventures how I love you so \o/

I got pissed off towards the end of the Sleeping Dragon with one of the action bits where you had to creep around undetected (Boo!), this looks more promising.

/buys
Artemus
16/09/06 @ 18:42
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I like it. Been stuck a few times today, but for stupid reasons. I can usually figure out the puzzles before i've done them, but trouble is I miss that one crucial thing in the middle because they're not clearly highlighted (like the fan switch in the bathroom for example).
kangarootoo
17/09/06 @ 17:11
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@Crofto

"That used to be the old veteran way of getting past tricky puzzles in the Broken Swords"

Oh tell me about it.

1. Eat pizza
2. Use cactus with monkey wrench
3. Eat pizza
4. Use wooden abacus with red gas bill
5. Eat garlic bread
6. Use tin foil lighting conductor with cup of hair
7. Realise its 3:45am
kid666
17/09/06 @ 17:44
#26
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There are some hints on the revolution's page:
http://www.revolution.co.uk/bs4_hints.php
CitizenGeek
17/09/06 @ 17:51
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Why does Eurogamer take 2 whole pages to review a game no one cares about, but only says about 4 or 5 words in the review of FFXII.......
stephen
17/09/06 @ 18:59
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No-one cares about? Don't state your opinion as fact.

Also, they use multiple pages to get twice the ads in :p
kangarootoo
18/09/06 @ 10:22
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@CitizenGeek

I don't give a rats ass about FFXII, but I'd happily welcome a longer review for your benefit. Live and let live right?
Daikon
18/09/06 @ 22:47
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At least when you get stuck you can get unstuck.
In the very old school adventure games such as Leisure Suit Larry 2 at some points you had to have certain item(s) you had to pick up earlier in the game. If you didn't have them in your inventory you'd better pray you made a lot of saved games as there was no way to go back and get the items.
Totally unforgiving.

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