Whatever -your adventure has begun. You would probably expect, given Revolution's track history, that this would be a good old-fashioned point-and-click adventure, the likes of which seem to have been going out of fashion of late to make way for the dreaded "interactive movie", in which you sit passively in front of your screen for hours watching people pretend they can act.
Worryingly for some of us, however, this is billed as an "interactive cartoon". Which would be fine if they were talking Wile E Coyote, but the most cursory of examinations reveals that there are no pairs of Acme rocket-powered skates in sight, and spectacular plummets from 50, feet into dusty canyons are few and far between.
In fact, this is an interactive cartoon that might more accurately be called an interactive animated movie. In other words, although on the surface it resembles a point-and-click adventure, there's very little of what you'd regard as classic point-and-click gameplay. There are icons to help you make your way around the locations and interact with objects by looking at them, picking them up, using them and talking to people.
But there are no situations where you suddenly find yourself confronted with a mind-numbing puzzle, solved by combining a Ladyshave with a broom handle to make a lawnmower, or whatever. And there are no red herrings littering the screen in the form of entirely useless objects, which you pick up and spend hours trying to blow down because you're convinced they're the key to a particular conundrum.
The only objects you can interact with on any screen will be whatever is essential to the development of the plot, so it's pretty low on hot-spots. Traditional forms of puzzling go out the window, the game going instead for a gentler, more 'plot unfolding' sort of feel. And we all know what that means: lots of talking.
Whether this is to your taste or not is another matter - I must admit that at first it drove me right up the wall.
But gradually I got used to this approach. The whole game revolves around conversations, which you steer along by clicking on a number of icons at the bottom of the screen, usually representing other characters in the game or subjects which arise during your chat. At the top of the screen, icons depicting whatever objects you have in your inventory will appear, so that you can talk to people about these, too.
It's fairly unusual, in that you can't really pick an approach to the conversation, or choose what you'll say from a selection of responses. You can't even ask a specific question - you just have to keep clicking on a subject until you exhaust it the icon disappears when you have and hope he doesn't say anything that makes you look too much of a cretin to anyone walking past. But as you can probably imagine, this means an average conversation takes only slightly less time than the complete Mahabarat, especially when you take the other characters' indefatigable desire to veer off at an amusing conversational tangent into account.
Sometimes it's like trying to get a straight answer out of an MP. To give you an example of the sort of length I'm talking about, I timed one conversation, in which I had a number of characters and objects to work through - or should I say discuss -at nearly 11 minutes. The trouble with any game - or 'movie' - that depends so heavily on talking is that the script has to be excellent to keep you playing.
Broken Sword's is a bit patchy. There are regular dashes of humour that can be quite well done, and when you get into it, the dialogue sometimes seems to flow smoothly and entertainingly. Unfortunately, there are also moments when the dialogue is about as interesting as a daytime tv feature on Buddy Holly toilet-roll holders.
And there are bits when things you come out with simply don't make sense given what's gone before. Graphically, at least, the game is very good. It invokes a mood very well -particularly in the Autumn-afternoon-in-Paris bits, with sunlight dappled on a wall, and long shadows across a pavement - and it's full of nice little visual details.
Unlike in some games, the characters sit well within the lush backgrounds. They don't look like they've just been stuck down on top in a different style, and are well-animated and scale well when moving in and out of the screen. A lot of money has been spent on the visuals, and it shows. Although the dialogue has been performed by professional voice artists, one or two of the accents sound like they're being performed by the less-than-talented Les Dennis.
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