The GBA has been involved in an interesting debate as of late, ever since Doom
made it's showing the boundaries of what can and can't be achieved on a hand-held
are slightly less clear than before. Developers are getting so excited with the
potential of what they can achieve with Nintendo's portable power-house, that
there is a real danger the actual game could play second-fiddle in the finished
product, everyone knows it takes a skilled Dev to balance both graphics and gameplay.
Fortunately, Revolution has such skills.
This is their first foray into Gameboy Advance territory, but you wouldn't think
it by the end product. Rather than clumsily amputating pieces of the P.C version
until it was slim enough to work on the GBA, they've streamlined the interface
and dialogue so that both are now more suited to a handheld system. Whereas the
original was 'point and click', any points of interest or interaction can now
be cycled through on the screen by clicking on the right shoulder button of the
GBA, which, in a title with such detailed surroundings, is a sanity saving addition.
The left shoulder button brings up your character's inventory, while the B
button is used to examine an object or person, and the A button is used to interact
with said person or object. Another common-sense observation by Revolution is
that pointing and clicking simply doesn't work well without a mouse. Holding
down the D-Pad to move your cursor across the screen then trying to position
it on a small object would be painful to say the least, so if you choose not
to highlight these objects with the right shoulder button the appropriate icon
will appear when you character draws near to them.
'So the interface has been trimmed?' you wonder aloud, 'how much of the rest
of the game has received this dumbing down treatment?'. It's an understandable
reaction, but an unfounded one; Revolution have only edited the more superfluous
dialogue from the P.C version because the speech had to go ( they experimented
with implementing it, but in this case their ambition proved too much for the
format ), and as for graphics these are some of the most beautifully realised
you'll have seen on the GBA, with the majority of character animations smooth
and intact.
Fortunately, the dialogue in the title is strong enough to support itself without
the novelty of speech, and it's unlikely you'll find yourself hammering the
A button to skip through a conversation. This directly ties into the plot, which
is where Broken Sword shines, branching out from what seem like simple events
into global conspiracies and age-old portents.
Your character, an American tourist named George Stobbart, is well-realised
in his interactions with the various characters in the game, his humorous and
sometimes obvious responses showing that he still believes himself to be on
vacation even while trying to solve a murder-mystery, a light-heartedness which
rubs off positively on the player.
Dialogue choices are represented by icons which you can select to carry the
conversation in a certain direction, and can frequently be re-selected until
they disappear from the menu - indicating the person you are talking to has
nothing more to say on the subject.
The puzzles, which take up the vast majority of the game, are logical yet challenging,
you'll never fall foul of a problem needing an irrational solution; such as
using a fish to open a wardrobe.
As with all the best adventure games, you'll curse yourself for not figuring
it out sooner, and although the puzzles grow suitably more difficult as you
progress through the game the answer can always be reached by considering the
items in your inventory, your surroundings, and experimenting as often as you
can.
Graphics-wise Broken Sword just couldn't be better, perhaps the only negative
thing I can find to say is that you will need a strong light to make out all
the details, but then this is an unfortunate problem which affects most GBA
games. Some pixelation is evident when George gets close to the screen, but
the majority of the time BS is a visual feast, and half the fun in trying to
reach a new location is to see how lushly realised it will be. Your adventure
takes you around the world from Paris, to Syria, Spain and Ireland, so every
surrounding has it's own distinctive identity, and more than likely you'll enjoy
every second you spend in them.
Sound is well-realised, although the orchestral themes are slightly limited
by the GBA's hardware, meaning that if you spend a long time in one area you
might find it easier to turn the music off rather than listen to it repeatedly.
Sound-effects, although sparsely used, add to the atmosphere of the title well,
although as with all GBA titles they'll often come across better through headphones.
Now for the stick which many will use to try and hobble Broken Sword before
its barely out of the starting gate - it's not an original title. True, this
game has seen good circulation on both P.C and Playstation formats, and obviously
for those that played these editions the GBA version will hold little appeal.
The attraction of portability cannot be underestimated, however, and to be able
to play a title of this quality on the move is a significant plus point.
If you haven't caught it before then this is a version that won't disappoint
you, with the transference to the GBA a truly classic title is being opened
up to an entirely new demographic - and how could anyone not be happy with that?
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