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But that's really beside the pointthis is only a game after all, merely a collection of microscopic holes on a plastic disk. Amazing, isn't it, how such can knights seem so real ... Syberia's graphics are vibrantly detailed, incredibly vital. A flight of birds cavorts overhead, the water of a nearby stream ripples and effervesces knights along its path, a bubbling fountain gives you a moment of cheer ... And yet the air is always still. Leaves don't move, hair doesn't lift in the breeze. I don't know whether this was intentional on the part of the artists or merely a technological limitation, but it rang a somehow discordant and unsettling note that lent itself well to the atmosphere of the game. Syberia is a pure point-and-click adventure with no timed sequences, no action whatsoever, and no mazes. Gameplay occurs over four discrete areas; in most instances once you've finished one locale and moved on, you cannot go back again.
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