Most of your time is spent finding the various pieces of the puzzles, not actually solving them, which is frustrating. This fact became clear only partway into the game, but when it did it was made painfully clear. For starters, there are not nearly enough puzzles. That said, there are a number of problems that we need to address. The plot is interesting enough to keep one immersed and the various puzzles are wonderfully nostalgic and challenging. It seems as though the Russian military has assumed control over the facility, and Kate Walker quickly becomes a target. Unfortunately, but hardly to anyone's surprise, she's not exactly in your typical hospital. The players first objective is then to exit the room, sort out a prosthesis for Kurk, and head for greener pastures on an ostrich. After all, this one-legged patient is the chosen leader and his one calling in life is to lead his people and the snow ostriches to new pastures. Kurk must, however, reunite with his people who are waiting in a nearby village as soon as possible. He introduces himself as Kurk, leader of his people, and he's feeling alright given the circumstances. One of the Youkols who rescued Miss Walker is sitting next to her, strapped down into a wheelchair that seems to have been taken straight out of Hostel, with a recently amputated leg. After a short introduction sequence explains that Kate Walker was saved from a sure death by Youkols, you wake up in a hospital bed in what seems more like a torture chamber than a place of healing. Many Syberia fans felt the second game left a lot of questions unanswered and you won't find many of those answers in Syberia 2. Syberia 3 starts off after Hans Vogelberg's goodbye from the back of a mammoth and the death of tinman Oscar.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |