Broken Sword: The Angel of Death

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Jan
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Broken Sword: The Angel of Death

Post by Jan » Sun Oct 07, 2007 11:59 am

First impression: hm? Argh!!

Tch. Why is it that every freaking game have to turn into a semi 3D look-a-like game exchanging skilled arts decors with bland accelerated features, need for Anti-aliasing, Anisotrophy, Shaders.. I quitted Gabriel Knight: 3 for the impossible first-person 3D and recently dismissed the demo for Sherlock Holmes: The Awakening for the same reason. The answers is probably related to production values and cutting costs, but argh.

Thank god there is a babelicious element and both keyed and point'n-click mouse movements supported at the same time. And while the graphics are not nearly as beautiful as the predesessors BS1 and 2, playing it is better than any of the recently ditched games I've d'uh, scrapped.

I was just stuck in the old warehouse for about an hour running around the floors clicking and cross cllcking everything to no avail. I had to use the online hint system I found through an interestingly value-added design of the main menu of the game. Oh... sometimes right click and hold an object can reveal more than the two standard actions (look and use and the extra action)... Hm.. .good to know, but that could really have been conveyed in the UI in a better way.

There is an "Extras" part of the main menu with three sections "Art", "Credits" and "Links". Arts is a kind of gallery of posters, storyboards and paint jobs. Links include the usual links to the devs and optionals and also a link to a hint page, which is somewhat carefully designed to avoid to spoil the game by outlining questions with hints instead of answers. Nicely done.

The music is erm.. there is actually a link to the soundtrack in the links sections, but I just don't see the point yet as the music is a really boring mix of flutes and strings.

For some reason I am starting to miss the classical short "BLEEB" whenever I try something that's not possible. It's not like "Can't do that" and "That's not a good idea" are long rejections, but once you start to hear them over and over they get really annoying, but that's obviously and only then when I get stuck, tremendously annoying to hear, since I also have to wait for the line to play out before I can proceed with the futile click-fest.

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Post by D. Sauzi » Sun Oct 07, 2007 12:51 pm

you must gather your party before venturing forth...




i believe i have this one lying around too, one of my roommates just gave me a series of old rpgs and adventures that i might like, even though they are quite old.
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Post by Magnus » Sun Oct 07, 2007 2:48 pm

I too have this one lying around. I just can't play it, since my XBox 360 can't emulate the damn thing, which is really annoying, since I enjoyed the first two Broken Swords, and I've heard good things about this one - sans the Tomb Raidery stuff.
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Post by Jan » Tue Oct 09, 2007 5:38 pm

Ugh, this game should've been subtitled "The (Trailing) Camera Menace". Stutter-step-dancing pin-point madness game. It's Not a bad game per se, but it's one that builds up a helluva lot of frustration as the controls are a complete let down. Cripes. The worst viewing spots of "Alone in the dark" is a bliss compared to this. What a waste.

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Post by Jan » Tue Oct 16, 2007 1:35 am

Well, apart from the moving madness, which affects both keys and mouse pointing, which is something that gets particularly annoying when time is of the essence, the game tries to remedy the situation by adding reset points, but since these 'safe' points tends to be quite far away from the action that failed I've begun to save the game right before the critical spots. So far that has safed me from a lot of repetitious trouble.

I've just reached the monastery in the disguise of an undisguised George Stobbart pretending to be a health inspector, rather odd situation, but quite funny with some pretty hilarious conversations with the nuns.

Had to resort to the help system again. Some of the puzzles actually require me to be more of a naughty boy and a regular menace to society, than I like to or would think of. It's a bit too much on the spoiled brat side sometimes.

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Post by Jan » Wed Oct 24, 2007 6:59 pm

Hm.. Not bad, but definitely not good either. The hacking mini game was actually the most entertaining part. The finale is pretty lame, but that's pretty much in line with the game in general. A lot of.. BS in this game and more broken than ever.

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Post by Gorth » Thu Oct 25, 2007 4:41 am

I would suspect a game to have serious problems if it has to rely on minigames for entertainment :cool:

But then, I am biased and don't really like "mini-games" as a concept. Fine if they feel as a natural part of the main game, but if they have the "mini-game" feel, i.e. just cries out I am here to disrupt some tediousness in the game, then they can stuff it.
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Post by Jan » Sat Oct 27, 2007 7:55 pm

Well, actually, I could easily spend a few minutes playing something similar now. It was apart from the pure logically and completely game-unrelated puzzles, which were really boring, the only real 'funny' challenges in the game. Another game in the game that reminds of it, is the hacking in Bioshock.

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