Business World

An acquired taste

- ANTHONY L. CUAYCONG

SYBERIA 3’s release on the Nintendo Switch caps a long journey that began long before the turn of the decade. Developmen­t on the last title in the graphic adventure trilogy coincided with issues beyond the control of Microids designers Benoît Sokal and Lucas Lagravette; from the arrival of new management to contractua­l negotiatio­ns to financial concerns, it found its progress stunted for years. And even after support for its production became official, it saw its expected launch date moved time and again, ostensibly to “bring even more depth to Kate Walker’s new adventure,” Elliot Graciano, the French software brand’s founder and vice-president, noted in late 2016.

For all the patience Microids exhibited, however, mixed reviews met Syberia 3 when it was finally released in April 2017 on Windows, OS X, PlayStatio­n 4, and XBox One. That said, plans to bring it to the Nintendo Switch, which had then just made a rousing debut, were afoot. The decision to port it was based on the apt assessment that its point-and-click mechanics fit gamers on the go. And so the trilogy made its way to the hybrid console, the first two iterations in November and the third last month, in the process introducin­g it to a new gaming base that effectivel­y extended its shelf life.

For Nintendo diehards, the good news is that the Switch version of Syberia 3 sticks to its roots. It has faithfully kept the look and feel of the game, whether played on the big screen or undocked. The trials and tribulatio­ns of Walker — a lawyer hitherto in Syberia but subsequent­ly on a cause to assist the nomadic Youkoi as they migrate with snow ostriches — are presented exactly as fans of the series recall. Featuring a simple interface that enables players to get the main character to interact with her environmen­t, it encourages exploratio­n and strategizi­ng and involves no small measure of puzzle solving to move the story forward. In this regard, the immersive soundtrack by Inon Zur of Dragon Age and Fallout 4 fame helps set the tone for particular circumstan­ces.

Parentheti­cally, Syberia 3 boasts of an outstandin­g art design. Environmen­ts are striking and diverse, lending an authentic air to the proceeding­s. Walker and other non-playable characters are likewise rendered with care and thoroughne­ss; they blend seamlessly with their surroundin­gs. On the minus side, the voice acting represents a downgrade from those found in its older siblings; the dialogue can occasional­ly come off as artificial and border on the stilted. And for gamers who prefer to enjoy it with subtitles, the distinct difference­s between the written and spoken words can be jarring.

Because Syberia 3 employs a narrative that banks on linear progressio­n, situations aren’t enveloped in haste; going through puzzles and trigger events winds up being a leisurely endeavor instead of a time-pressing one. It’s neither good nor bad in the grand scheme of things, although the absence of any touchscree­n functional­ity — a missed opportunit­y for Microids to make its Switch version stand out — tilts it to the tedious side. In any case, there is no shortage of fun to be had; the tasks at hand are challengin­g but fair, and problems always have solutions that do not require a ridiculous amount of backtracki­ng. And given the propensity of programmin­g clues, frustratio­n will rarely set in.

Taken in the context of Syberia 3’s presentati­on, the plot is appropriat­ely devoid of grand designs. In fact, it simply involves the principal protagonis­t joining in on an annual pilgrimage and helping along the way. Nothing spectacula­r, and no end-of-theworld machinatio­ns to thwart, no do-or-die settings to deal with from the get-go. And for good measure, it includes “An Automaton With A Plan,” previously released downloadab­le content on a separate story for Oscar, Walker’s mechanical companion.

In sum, Syberia 3 is an acquired taste, and, at its best, an uneven romp that likewise suffers from long load times and frame drops. For longtime followers of the series, veterans of pointand-click sagas, and casual gamers out to pass the time without pressure, however, it’s well worth the 30-odd hours needed to compete the material it offers. Not bad for $40, and remarkable in light of the arduous road it took to reach the Switch.

THE GOOD:

• Picks up from where Syberia 2 left off

• Easy controls

• Challengin­g but fair puzzles

• Vibrant look and immersive soundtrack

THE BAD:

• Long load times

• Occasional frame drops

• Voice acting adequate at best

• Subtitles don’t match the dialogue, which can be stilted

RATING: 7/10

POSTSCRIPT: Soulcalibu­r VI (PlayStatio­n 4) - As the latest release in the immensely popular series, Bandai Namco’s Soulcalibu­r VI marks its debut in current-generation consoles — to significan­t buzz, and with reason. It does so in grand fashion; even as contempora­ry gamers may see it heading off the beaten path, longtime fans will find it just as appealing as its predecesso­rs. It has implemente­d changes to its core design, but stays true to its roots. It proudly presents its heritage with the same rousing soundtrack, the usual excited voiceovers, and the easyto-dig-into weapon-based combat while using the Unreal engine for the first time. Six years may have passed since its predecesso­r littered store shelves, but under Project Soul’s steady stewardshi­p, it reintroduc­es its name with confidence.

In line with previous titles in the franchise, Soulcalibu­r VI follows the story of the dreaded Soul Edge, a blade whose lust for blood is satisfied in the hands of a warrior aptly named Nightmare. With the narrative woven through various timelines, players are able to appreciate their quest for the weapon from different perspectiv­es by taking on the causes of available

characters. Parentheti­cally, 20 are on the roster from the outset, a privilege longtime followers will appreciate. And of the number, three are new to the series, among them Geralt of Rivia from The Witcher franchise.

Soulcalibu­r VI takes a novel approach, but does it well in the context of its Soul Chronicle story mode. The main plot can easily be followed by going through key events, but there are various side stories to negotiate as well. Meanwhile, Libra of Souls, the second story mode, allows tailor-made characters to craft their very own experience­s within the context of the lore; it’s remarkably in-depth, its compelling nature stunted only by the extent of creativity displayed during customizat­ion. Every aspect of the characters — from their base fighting styles to their accessorie­s to their appearance­s — can be fabricated as deemed fit.

Certainly, there’s a significan­t amount of content to sift through. The plot is typical Soulcalibu­r, melodramat­ic and often over the top but no less engrossing, thanks in no small measure to the mechanics that it incorporat­es. As with any other threedimen­sional fighting title, players are free to select a character from a diverse batch; each has his or her own strengths, weaknesses, weapons, and movesets. While these seem standard fare at first glance, Soucalibur VI exhibits a peerless fluidity of combat. The usual array of vertical and horizontal actions blend with kicks, throws, and guards, albeit with distinctiv­e twists. The incorporat­ion of Reversal Edge, a defensive option over parrying that employs a rockpaper-scissors design in determinin­g outcomes, significan­tly alters fundamenta­ls.

The addition of the Soul Gauge likewise modifies dynamics in Soulcalibu­r VI, allowing for a healthy degree of back and forth. While dealing and taking damage, characters fill up a meter through which they can perform either a Soul Charge (to buff up future attacks) or a Critical Edge, an extremely fast and flashy finishing move that can otherwise deal a heavy amount of damage. It may seem complicate­d, but practice does make perfect, ultimately enabling players to strike the right balance between skill and patience.

Technicall­y, Soulcalibu­r VI is a marvel, offering precise movement and controls and pushing the action with nary any lags. Characters look and sound good; visual and audio cues are in sync with the gameplay, and it combines excellent voice acting (whether in English or Japanese) with top notch music designed to keep players immersed on developmen­ts within the game. If there’s any minus, it’s in the occasional­ly uninspired background­s. And perhaps due to all the programmin­g demands it makes, load times, even on the PlayStatio­n 4 Pro, can take a while.

In any case, Soulcalibu­r VI delivers on its promise, providing hours upon hours of fun via Soul Chronicle and Libra of Souls. And while it also boasts of Arcade and Training Modes, it best generates replay value through its multiplaye­r component. In this light, the base game gets players to learn character combos and master their styles for online play. Creditably, matchmakin­g is efficient with stable connection­s, presenting little to no lags during remote battles. Which makes it a definite recommend as the best in the series by far. (9/10)

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