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Broken Sword 5: The Serpent's Curse

Broken Sword 5: The Serpent's Curse is the fifth title in the Broken Sword series of adventure video games, developed and published by Revolution Software, for Microsoft Windows, OS X, Linux, PlayStation Vita (via the PlayStation Network), Xbox One, PlayStation 4, Nintendo Switch, Android and iOS. The game was released in two episodes: the first was made available on 4 December 2013; the second was released on 17 April 2014 for Microsoft Windows, OS X and Linux. The Serpent's Curse was announced on 23 August 2012, along with a Kickstarter project; it was launched for the development of the game, which had been self-funded until the launch, to be completed. The game is presented in HD and returns to the series' 2D roots, with 3D characters pre-rendered and saved in 2D frames. The majority of the funding for the game was raised through Kickstarter, more than $771,000 of the requested $400,000 were raised, and together with PayPal donations, over $823,000.

Broken Sword 5:
The Serpent's Curse
Developer(s)Revolution Software
Publisher(s)Revolution Software
Director(s)Charles Cecil
Producer(s)Kelly Willoughby
Designer(s)Nigel Kershaw
Programmer(s)Joost Peters
Artist(s)Tori Davis
Writer(s)Neil Richards
Composer(s)Barrington Pheloung
SeriesBroken Sword
EngineVirtual Theatre
Platform(s)Microsoft Windows, OS X, Linux, PlayStation Vita, Android, iOS, PlayStation 4, Xbox One, Nintendo Switch
Release
Episode 1
  • Microsoft Windows, OS X & Linux
    • WW: 4 December 2013
    PlayStation Vita
    • PAL: 18 December 2013
    • NA: 6 May 2014
    iOS
    • WW: 6 February 2014 [1]
    Android
    • WW: 15 March 2014 [2]
Episode 2
  • Microsoft Windows, OS X & Linux
    • WW: 17 April 2014
    PlayStation Vita
    • PAL: 28 May 2014
    • NA: 23 December 2014
Retail version
  • Microsoft Windows
    • EU: 20 June 2014
    PlayStation 4 & Xbox One
    • WW: 4 September 2015[3]
    Nintendo Switch
    • WW: 21 September 2018 [4]
Genre(s)Point-and-click adventure
Mode(s)Single-player

Overview

Gameplay

Broken Sword: The Serpent's Curse is a 2D adventure game played from a third-person perspective. Via a point and click or touch user interface, the player will guide protagonists George Stobbart and Nicole "Nico" Collard.[5] One of the new gameplay elements explored in the game will be the manipulation and combining of knowledge, so the player will have to connect threads of knowledge in order to draw logical conclusions, allowing them to proceed.[6] While death scenes were removed from The Shadow of the Templars' director's cut (2009), in The Serpent's Curse, the player character's death will be possible if the player makes a wrong decision or doesn't complete an action quickly enough; however, unlike in the original two Broken Sword games, where the player then started off from the last save point, they will restart from right before the death scene, like in the 3D titles.[7]

The player will have the option to choose between the classic and the modern inventory, the former being in the fashion of the first two Broken Sword games, and the latter in the fashion of their 2009 and 2010 Broken Sword remakes. The player will also have the option of switching the hint system or hotspot highlights on or off.[8]

Plot

Several months after the events of Broken Sword: The Angel of Death, George Stobbart, now working as an insurance assessor, reunites with Nicole Collard in Paris, while attending to the opening of an exhibition by gallery owner Henri Dubois. Moments after the reunion, a pizza courier arrives, steals a painting called "la Maledicció" from the exhibition, and kills Henri while leaving. Discovering Inspector Auguste Navet, the police detective handling the case, is incompetent, George decides to investigate the crime himself. He soon discovers that the theft was an inside job, and that the gallery's security company, called Vera, is linked to the theft. Meanwhile, Nicole finds herself interviewing an elderly man named Tiago Marqués, who claims to be the rightful owner of the painting. Tiago reveals the painting belonged to his family, until it was stolen by fascists during the Spanish Civil War. Prior to his father being killed trying to prevent its theft, Tiago was given a medallion linked to the painting and which proves his ownership claim.

When Nicole and George compare notes, they discover that the owner of Vera, Russian businessman Roman Medovsky, claims to own la Maledicció. Visiting his London home on the pretense of processing his insurance claim, the pair discover Medovsky received an offer for the painting from someone named "Gehnen", that his driver Shears was the thief, and that an art restorer named Wilfred Hobbs is involved in the crime. Returning to Paris to attend a crime recreation by Navet, George speaks with a Dominican priest named Father Simeon, who claims that the painting is cursed. Simeon reveals it to be linked to the Gnostics - a branch of Christianity persecuted in France by the Vatican Church in the 13th century - after noting a sketch George took from Hobbs bears the Gnostic symbol called the Ouroboros. Shortly after Simeon leaves, George and Nicole meet with an Interpol agent named Richard Langham, investigating the art theft, who warns them not to pursue Medovsky.

Upon finding the painting's provenance in Henri's office to be faked, George discovers Simeon murdered in the gallery after uncovering a plot involving the painting. Meeting with Henri's widow, Bijou Dubois, shortly after this, George confronts her with the forged provenance. Guilt-ridden, Bijou confesses that she, Henri and Hobbs helped Medovsky to use la Maledicció in an insurance scam - Hobbs forged the provenance, while Henri was convinced subtly to exhibit it, allowing Medovsky to stage its theft, claim the insurance, and sell the painting to Gehnen. Bijou reveals that she and Hobbs decided to betray Medovsky by stealing the painting and giving him a forgery, prompting George and Nicole to visit Hobbs' studio. Upon arriving, they find Hobbs murdered, and discover Langham to be his killer, having sought to acquire la Maledicció for himself for unknown reasons. Realising he left with a forgery after setting the studio on fire, the pair find the original and return to Paris.

Discovering Tiago had left to hide in the ruins of his family's house in Catalonia, Spain, with his daughter Eva, George and Nicole bring the painting to him, and work to decipher its secrets. They quickly discover the map leads to Montserrat, where the Gnostics hid an artifact called the "Tabula Veritatis" which can raise Lucifer (the devil) by destroying Jehovah (God). Langham soon tracks them down, kidnapping Tiago, and revealing his grandfather to be a man named Gehnen who led the raid on the Marqués' home, in order to find the Tabula and use it to release Lucifer. Seeking to prevent this, George, Nicole and Eva work together to recover the Tabula, learning Gehnen died trying to reach it without realising it was sealed away with Tiago's medallion. Upon recovering it, Langham steals it from the group and murders Tiago. Before dying, Tiago helps the group learn that the Tabula is to be used at a site in Iraq denoted as "Eden".

Attempting to pursue Langham, the group find themselves trapped by Medovsky, seeking to reclaim la Maledicció. Nicole manages to convince Shears to abandon Medovsky and help them, leading to Shears confessing that Henri's death was unintentional and purely accidental during the painting's theft. On the way to Iraq, George receives a cryptic message from Tiago in a dream, revealing that his medallion is the key to stopping Lucifer's arrival. Upon reaching the center of Eden, George reflects a beam of pure light with the medallion towards Langham during his ritual, killing him and collapsing Eden. With the world saved, George and Nicole hand the medallion and the Tabula to Eva, who vows to rebuild the Gnostic chapel in her family's home.

Development

Origin

 
Revolution co-founder Charles Cecil, creator and director of the Broken Sword series

When writing the first two Broken Sword titles in the 1990s, Revolution Software's games were published by Virgin Interactive, who wanted to ensure that the games were of quality, putting Revolution under no pressure and giving them much creative freedom and little time restriction (more so with the first game, The Shadow of the Templars).[9][10] Towards the end of the 1990s, however, adventure games, largely 2D and PC-exclusive, were declining in popularity during the rise of visceral, 3D platformers and were viewed as "commercially unfeasible".[6] Cecil credited the decline to PlayStation, which introduced a new audience of University age interested in visceral, 3D games.[11] As a result, publishers would rather pitch titles such as 3D shooters to retailers.[12] This "drove away the audience that wanted more cerebral games like adventures, so sales for the genre dropped even further and it became a self-fulfilling prophecy", according to Charles Cecil, Revolution's CEO and Broken Sword creator.[11]

This meant the Broken Sword sequels The Sleeping Dragon (2003) and The Angel of Death (2006) could be commissioned by publishers only by switching to 3D.[9][10] When Revolution signed a contract, the publisher took control of the schedule, in which Revolution's creative process was limited by tight milestones that would compromise the game and guide the design to appeal to retailers rather than audiences.[9][10][13][14][15] In this publishing model, the publisher took the financial risk,[12] benefiting from the game's success, while the developer didn't[14] – after the publisher and the retailers took their cuts of the revenue, a modest 7 percent was assigned to the developer;[12][16][17] despite the Broken Sword series earning "hundreds of millions",[7] Revolution was, to quote Cecil, "developing very successful games at a loss".[12]

However, when Apple contacted Revolution in 2009 to produce their games for the iOS,[12] Revolution self-published Broken Sword – The Shadow of the Templars: Director's Cut and Broken Sword – The Smoking Mirror: Remastered on the iPhone/iPad Store,[17] and later on for PC and Mac on GoG.com, Steam and iTunes Store and for Android on Google Play;[7][18] in the self-publishing model, Revolution was commissioned 70% of the revenue rather than 7%, meaning that the company was in a far stronger financial position than before.[7][18] The commercial performance of the Broken Sword I and II reimaginations were also considerably stronger than the series' 3D entries, particularly on handheld platforms: the two remakes were purchased 500 thousand times,[6][14][16] with downloads totaling five million through promotions, on the iOS in 2011 alone.[10][13][15][16] Cecil credited Apple and digital distribution to saving indie developers such as Revolution, and reviving the adventure genre.[12][19] This enabled the studio to partially self-fund their next title, The Serpent's Curse – 500 thousand dollars, earned with the success of the self-published releases,[16] were spent on the game. Revolution then had to choose between making a shorter, more linear game with $500,000 with the length of the shortest Broken Sword, The Smoking Mirror, or try to raise money through crowd-funding to make an overall better game.[9][18]

A few months before the announcement it was largely believed in the game press that Revolution was working on a fifth instalment in the Broken Sword series.[19][20][21][22] Cecil didn't confirm the speculations though, but did confirm that they were working on a new high-definition title, which would return to Revolution's 2D roots which was planned to be announced in July 2012.[20]

Announcement, fundraising and release

After a few delays, Revolution announced Broken Sword: The Serpent's Curse on 23 August 2012,[5] starting a Kickstarter project with a $400,000 goal.[23] Until then, the production of the game had been self-funded and $500,000 had been spent.[11] Despite interest of the "industry's biggest third party publisher", Revolution preferred to self-publish the game, giving them creative freedom, which Cecil felt allowed them to make decisions that are best for the game.[24] Cecil has also noted that he still plans to work with publishers in the future for retail releases.[11] The game's Kickstarter goal was reached in the project's 13th day.[25] It was successfully funded on 22 September, raising $771,560 from 14,032 backers,[26] and a total of $823,232 counting 1,218 PayPal backers who raised $51,672.[26][27]

 
Revolution co-founder Tony Warriner, one of four Serpent's Curse programmers

The game has been released for Windows, Mac OS X, Linux, iOS, Android and PlayStation Vita, with a large possibility of a PlayStation Network and Xbox Live Marketplace release.[5][20][28] Regarding Revolution's choice of platforms, Cecil said that the point-and-click interface of the PC platforms translated very well to the "slide-and-touch" user interface on mobile platform, but that the direct control interface on a console controller differs greatly from the former two interfaces. He noted though, that there he is still very keen to bring the game to consoles, but that it is not a certainty.[28] Cecil has also noted that Revolution would have to publish the console versions through the format holders rather than self-publish.[12] At the 2013 Gamescom, Revolution released a teaser trailer for The Serpent's Curse and announced a PlayStation Vita release.

Cecil stated that the game was expected to be released "in the first quarter, or right at the very beginning of the second quarter of next year [2013], so probably, end of March".[28] In a GameSpot UK podcast, Cecil said that the game was expected to be delayed "for a month or two" because of the achieved stretch goals that increased the development time due to the promised additional content.[29]

After further delays, Revolution announced on 5 November that the game will be released as a two-part episodic title, with the first episode coming on 4 December 2013, and the second one in Q1 2014. Initial releases would be for desktop platforms, and other releases would follow shortly after.[30] Cecil explained that the game became much larger than they had anticipated, with enough content for two full-fledged games. This meant that the title would not be fully completed by the end of 2013, but Revolution had promised a 2013 release, and so came the decision to split the game in two. Cecil also added that sometimes games are too long, and players don't find time to finish it, and saw that a split would also benefit in this field. He compared the length of a single episode to that of The Smoking Mirror.[31]

On 29 November, backers of the $50 tier or more were given exclusive beta access, featuring the first three scenes from episode 1.[32][33] Both episodes bundled together were made available for pre-order, on 27 November 2013 on Good Old Games,[34] and on 28 November on Steam.[35] Episode one was released on 4 December for PC on the same services (episode 2 would be added to the game as an update for the same purchase). The first episode was also released for the Vita on 18 December, bought either separately or with the second episode, and for iOS on 6 February and on for Android on 18 March. On iOS and Android, episode 2 would be released as an in-app purchase.

Technical design

Broken Sword: The Serpent's Curse was built by four main programmers, using Virtual Theatre 7, Revolution's own in-house developed game engine based on the company's original Virtual Theatre, used to create their 2D titles in the 1990s. Tony Warriner, co-founder and technical director of Revolution, programmed the game's engine, in particular its user interface (UI) and game scripting system, wanting to warrant the UI was "as smooth, simple and intuitive as possible".[36] As an engine developer, Joost Peters, who previously co-programmed the two Broken Sword remakes with Warriner, had to ensure the engine was portable and ran optimally on a wide range of platforms.[37] Coder Peter Brooks had to implement features between various platforms and application programming interfaces connectable to the game.[38] Andrew Boskett, who previously worked on The Sleeping Dragon, returned to program The Serpent's Curse.[39] Warriner and Brooks both usually used OS X, Peters used Linux and Boskett Windows, to ensure that all the game would remain in sync on all platforms.[39]

Creative design

Artistic direction

With The Serpent's Curse, Broken Sword returned to its 2D roots, in high-definition (HD). While the latter two Broken Sword entries had been generally well received by the series' fanbase,[6][17] the move to 3D graphics was met with mixed reactions.[13] The backgrounds for The Serpent's Curse were originally planned to be pre-rendered 3D ones, but Cecil felt they "just didn’t give [the crew] the look that [they] wanted".[11] He also believed that while 3D was accurate and realistic, it "lacked character" and the "classic" feel of the "clarity and beauty" of backgrounds hand-drawn by skillful 2D layout artists that Cecil felt could "cheat perspective to achieve maximum emotional effect while remaining believable" and "create environments that are more interesting and it creates a much better overall feeling".[13][15][17][20]

Revolution sourced experienced layout artists that have worked for companies such as Disney, DreamWorks, Nickelodeon, Universal Studios, Aardman, Sony Pictures Entertainment and 20th Century Fox,[5] including lead art director Tori "Cat" Davis, who has worked on acclaimed works such as animated films The Illusionist (2010), Arthur Christmas (2011) and Frankenweenie (2012), as well as the children's animated television series Shaun the Sheep (2007–); she created and managed the hand drawn environments for the game and oversee the work of the background painters.[40] Craig Gardiner, the game's lead animator, oversaw the work of the animation team, to ensure the character animations were consistent and did not feel out of place, fitting within Cecil's vision of the game.[41] Tim Robins was the graphic artist; he created text information seen on the screen, such as icons, menus and maps, was responsible for the visual style of interactive elements in the game and also served as an assistant layout artist.[42] Backgrounds were traditionally hand-drawn and then colored in Photoshop,[15][43] while Robins usually worked in Photoshop and Illustrator.[42]

While the return to 2D had been met with high praise,[6][13] the characters were modeled in 3D and then pre-rendered and saved in 2D sprites rather than being hand-drawn 2D sprites,[5] which was initially met with mixed reception from fans.[43] Cecil explained that the game was in full HD in order achieve the highest visual quality possible, but the original animations from The Shadow of the Templars and The Smoking Mirror were created in 640×400; a move to HD would require animations three times larger, and hand-animating so many pixels might be possible, but would be a "massively complicated job". To further quote Cecil: "The massive advantage of rendering and then modelling is that obviously the data is much more manageable, we can connect animations much more smoothly, we can continue to tweak to optimise the 2D look which we’re in the process of doing, and you can hand-touch them at the end. A lot of people have said that we should be doing 2D, and I totally respect their comments, but my opinion is that it’s just not feasible. I’m also very pleased with the way the sprites are looking anyway. What we probably need to do is communicate that the end result is they look like they’re sprites, they look like they’re 2D. So I don’t regret the decision at all, and I’m absolutely convinced it’s the right one. I just don’t think we’ve communicated as well as we should have done that the end results will look like cartoony 2D sprites".[43] He also stated that 2D and 3D in HD brings the "best of every world".[13] Technology written specifically to give the sprites a more "cartoony" look was written.[44]

 
The game's storyline is based on the Gnostic Gospels' depiction of the Serpent as Lucifer, the bringer of light

Historical background

Dan Brown's best-selling The Da Vinci Code (2003) brought the Knights Templar theme into the mainstream, despite negative reviews, inspiring a slew of often panned Templar films, games and books, and as a result, the Templars became cliche;[9] although Broken Sword: The Shadow of the Templars was released seven years prior to The Da Vinci Code to great acclaim as part of the Templar "zeitgeist", bringing them into the public eye, with the game's fanbase and various media outlets even believing that Brown was inspired by Broken Sword when writing his novel,[12] Cecil felt that the Broken Sword series could no longer trade on the Templar, a theme three of the four Broken Sword games were based on.[6][17][43]

Cecil had since been fascinated by the Gnostic Gospels; in 1945, a local farmer near Nag Hammadi, Upper Egypt discovered a clay casket with twelve leather-bound manuscripts that comprised fifty-two Gnostic texts; one of the texts particularly caught Cecil's attention, the Testimony of Truth, which tells the story of Genesis from a different perspective: From the perspective of a jealous God, the creator of man, and the Serpent, Lucifer, the bringer of light, who gives knowledge to man but is not once called the Devil – these were written by Gnostics, who were considered heretic by the Orthodox Church; the Cathars, who were Gnostic, were brutally suppressed and massacred during the 13th century in the Albigensian Crusade in Languedoc, Southern France, by Pope Innocent III of the Catholic Church and the newly-set up Dominican Order.[6][9][10][17][43]

Cecil was fascinated that a piece of Christian history with such importance hadn't yet been brought into public consciousness,[9] and hoped to start the new zeitgeist with The Serpent's Curse, which would explore what secrets the Gnostics held and why did the Church feel threatened by them,[10][17][43] resonating the story to the present day.[6]

Audio

The game was dubbed into German, French, Spanish, and Italian. Polish and Russian translations of the subtitles were made available as well.[5] Rolf Saxon returned to voice George Stobbart. Emma Tate voiced Nicole "Nico" Collard.[45] Other voice actors from earlier instalments of the series will also return.[5] Alexander Schottky, the original German voice of George, Emmanuel Curtil, the original French voice of George, and Nathanièle Esther, the French voice of Nico, are also confirmed to reprise their roles.[5] Hazel Ellerby, who voiced Nicole "Nico" Collard in the original Broken Sword: The Shadow of the Templars and its director's cut, was initially set to reprise her roles of Nico and Lady Piermont, but scheduling conflicts came in the way and Ellerby was not included in the recording.[45] The voice recording took place in OMUK, a video game voice recording studio in London.[46] The Shadow of the Templars and director's cut composer Barrington Pheloung returned as well.[7][47] The soundtrack will be synthesized rather than orchestrated.[48] It also featured songs by Miles Gilderdale, including "Jasmine" and "Strange Girl".

Kickstarter expansion and other additions

The Serpent's Curse, without achieving its Kickstarter goal, would be a more linear game, quicker to play through, circa eight-hours long, of similar length to the shortest Broken Sword, The Smoking Mirror.[9][18] The funds raised and stretch goals achieved enabled Revolution to make a longer, more ambitious game with further external locations with associated puzzles and characters to ensure the game doesn't feel "claustrophobic", as well additional characters making the game more free-form and giving players a genuine choice in how they choose to approach puzzles.[18][49] In the game, the player is also offered the option to choose the preferred of two text fonts: one resembling the stylised, colored and bold font of the early series' entries, and one resembling the boxed comic-book font found in the Broken Sword remakes.

Reception

Episode 1

The first episode was met with mixed to positive reviews from critics. Reviewers gave much praise to the episode for its artistic direction and plot, many deeming it a return to form for the series, while a number of them felt that it was too linear and easy and that the split into episodes resulted in an unpleasant cliffhanger. It received a score of 74% on GameRankings[50] and 69/100 on Metacritic.[51]

The return of hand-drawn 2D backgrounds was met with high praise from reviewers. Edge stated that Revolution "have maintained the peerless quality" of its "gorgeous", "beautifully" "hand-drawn backgrounds" provided by "top tier film industry talent". Geoff Thew of Hardcore Gamer hailed Revolution as "adventure game masters" for crafting "capital-G Gorgeous" backgrounds, "hand-drawn with a true sense of artistry and packed with detail" that feel "lived-in, while simultaneously allowing important gameplay elements to be subtly emphasized".

However, the inclusion of cel-shaded 3D character models was met with mixed reactions. While it was generally agreed that the models do look good, many were critical of their "wooden" animations. Cameron Woolsey of GameSpot said the 3D character models "blend effortlessly into the gorgeous" backdrops, but was critical of the "distracting", "stiff and somewhat primitive animations". Edge felt that the "strange, plastic-looking" 3D character models and their "awkward, robotic animations" are a ""jarring" that looks "entirely out of place". Both Snædal and Thew viewed this as a minor issue, and others were far less critical of the animations, particularly Osborn, who was "really impressed" with the "much-improved animations and sly 2.5D effects" and the "fluid and effortless" character movements. Pete Davison of USgamer said that the "gorgeous", "high-res" backgrounds coupled with the "high[ly] detail[ed]" 3D models make for a "good-looking game", despite "some animations [being] a little wooden at times". Mark Langshaw of Digital Spy complimented the inclusion of 3D models set against 2D backgrounds, which he said that "despite looking dated in some respects", felt "like a natural evolution" for Broken Sword.

Some were positive about the puzzles: Thew said that "plenty" are "well-designed" and "feel sensible while still taxing your mental muscles". David and Woosley noted that the puzzles were generally easy with clear solutions, but agreed that the game's linearity helped the narrative move on with a strong and steady pace. Others found the quality of the puzzles to be variable: Both Edge and Metro GameCentral felt that they vary from "excellent", "well thought-out logic-based puzzles" to "absurdly abstract or purely dialogue-based". Langshaw stated that some are "genuinely inventive", while others "feel tedious and unsatisfactory to the seasoned adventurer". McDonald said that "few are particularly difficult, and there aren’t too many that feel illogical or ridiculous, but there is a big reliance on the game giving you the item you need at the exact moment you need it".

The plot was met with praise. Davison complimented the "slow, careful and considered pacing". Woolsey said that "the story weaves a smart, fascinating, and often humorous tale". Snædal hailed the "brilliant story evolution and plot complexity". Edge called the story "an intriguing, often spooky, yarn" that "achieves that crucial, careful balance between character motivation and circumstance driving events forward". Langshaw praised the story, "laden with mystery and intrigue", but noted "some pacing issues". McDonald, Osborn and Metro GameCentral all complimented the "dark", "engaging" and "intriguing" plot.

Many accredited the script and voice acting. Woolsey stated that the game's world is complemented by "interesting, entertaining, and often hilarious" characters whose personalities "shine through every conversation" and a "great vocal cast" that "makes each character believable and memorable". Thew said the characters are well-written and showcase "some great" humor through "extensive and amusing dialogue trees", and like previous Broken Swords, "some of the industry’s best voiceover work". McDonald noted that the mixture of a dark story with "ridiculous" characters with "over-the-top accents" was part of "Broken Sword's charm", which he liked, but added that it was a matter of "personal taste". He stated that a majority of the characters are "well-written" with "memorable individuality", writing: "For once I can actually use the word 'character' without inwardly rolling my eyes". He pointed out Bassam and Rolf Saxon's performance as George Stobbart as highlights. Others were less enthusiastic. Langshaw and Metro GameCentral agreed that, while "by no means poor", the script fell victim to "attempts at humour" that "fall embarrassingly flat", and that the voice cast was "highly variable", namely approving Rolf Saxon's return as George but denouncing Emma Tate as Nico. Even Snædal who commended the "quality" voiceovers, showed disapproval of Tate's overacting. Some reviewers applauded the music. McDonald said "the sound design is gorgeous and reminiscent of earlier games". Thew said the games's "powerful and cinematic" score "evoke[s] nostalgia" and that there is "some fantastic ambiance at play here that really brings the environments to life".

Many of the critics' final scores were affected by the cliffhanger, which most found unsatisfactory, while others left the game unrated until the second episode. Davison wrote that the game is a "fine return to form for the series" that "very much feels like one of the first two Broken Sword games", but "frustratingly" "ends with a cliffhanger just as things are starting to get really interesting in this regard". Although finding it a "natural break" and saying that "what's here is very good indeed and absolutely well worth your time", he noted that buying the separate episode before the full release depends on "your own tolerance to cliffhangers". Thew was upset with how the game ends with an "egregious cliffhanger" without a "sense of resolution". He still said that "even if it hasn’t been entirely satisfying", it is a "thoroughly enjoy[able]" game that "has been a lot of fun so far". He closed stating that people unfamiliar with the game being wary because of it being "half-finished", he wouldn't hesitate to recommend the game to fans and hoped and believed that Revolution would deliver a "fulfilling conclusion" and "great finale". Edge wrote that the game "offers much of the same charismatic virtual tourism and intrigue that has held the brand in such high regard for so long" and "certainly take[s] and recreate[s] some of the best elements of their previous adventures", but feared that it did not offer enough innovation to "drag players away from" newer point-and-click offerings and hoped that the second episode would "offer a narrative curveball to shock the series into a new era rather than simply riffing on its past". McDonald felt like the game was "one big title that's been chopped in half" which closes just as "the big mystery is really only beginning to kick off" and doesn't feel "normally self-contained", making it difficult to score the game, as the quality of it "hinges so badly on the quality of the second episode"; this made him wary of recommending it "too highly" to someone who is not familiar with the series until the second episode's release and finished off writing: "I hope that, when episode two launches, I'll be bemoaning my own idiocy and falling over myself to award the complete game a much higher score [than 6/10]". Osborn deemed the first episode of The Serpent's Curse "immensely entertaining so far" and "one of 2013's unexpected pleasures".

Episode 2

The second episode saw an improvement in reception, particularly the increased pace and puzzle difficulty, although some did see certain elements worsen. Hamza Ansari of Adventure Classic Gaming points out "the dialogs and the puzzles exponentially become complex and mind grinding as the game continues. Several of the puzzles involve cryptic but logical use of cipher codes for you to decipher hidden messages. The game also assumes that you have substantive familiarity and knowledge of the Gnostic Gospels and are able to identify obscure references in paintings to these ancient texts".[66]

It received a score of 74% on GameRankings[61] and 72/100 on Metacritic.[62]

References

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External links

broken, sword, serpent, curse, fifth, title, broken, sword, series, adventure, video, games, developed, published, revolution, software, microsoft, windows, linux, playstation, vita, playstation, network, xbox, playstation, nintendo, switch, android, game, rel. Broken Sword 5 The Serpent s Curse is the fifth title in the Broken Sword series of adventure video games developed and published by Revolution Software for Microsoft Windows OS X Linux PlayStation Vita via the PlayStation Network Xbox One PlayStation 4 Nintendo Switch Android and iOS The game was released in two episodes the first was made available on 4 December 2013 the second was released on 17 April 2014 for Microsoft Windows OS X and Linux The Serpent s Curse was announced on 23 August 2012 along with a Kickstarter project it was launched for the development of the game which had been self funded until the launch to be completed The game is presented in HD and returns to the series 2D roots with 3D characters pre rendered and saved in 2D frames The majority of the funding for the game was raised through Kickstarter more than 771 000 of the requested 400 000 were raised and together with PayPal donations over 823 000 Broken Sword 5 The Serpent s CurseDeveloper s Revolution SoftwarePublisher s Revolution SoftwareDirector s Charles CecilProducer s Kelly WilloughbyDesigner s Nigel KershawProgrammer s Joost PetersArtist s Tori DavisWriter s Neil RichardsComposer s Barrington PheloungSeriesBroken SwordEngineVirtual TheatrePlatform s Microsoft Windows OS X Linux PlayStation Vita Android iOS PlayStation 4 Xbox One Nintendo SwitchReleaseEpisode 1 Microsoft Windows OS X amp LinuxWW 4 December 2013PlayStation VitaPAL 18 December 2013NA 6 May 2014iOSWW 6 February 2014 1 AndroidWW 15 March 2014 2 Episode 2 Microsoft Windows OS X amp LinuxWW 17 April 2014PlayStation VitaPAL 28 May 2014NA 23 December 2014Retail version Microsoft WindowsEU 20 June 2014PlayStation 4 amp Xbox OneWW 4 September 2015 3 Nintendo SwitchWW 21 September 2018 4 Genre s Point and click adventureMode s Single player Contents 1 Overview 1 1 Gameplay 2 Plot 3 Development 3 1 Origin 3 2 Announcement fundraising and release 3 3 Technical design 3 4 Creative design 3 4 1 Artistic direction 3 4 2 Historical background 3 4 3 Audio 3 5 Kickstarter expansion and other additions 4 Reception 4 1 Episode 1 4 2 Episode 2 5 References 6 External linksOverview EditGameplay Edit Broken Sword The Serpent s Curse is a 2D adventure game played from a third person perspective Via a point and click or touch user interface the player will guide protagonists George Stobbart and Nicole Nico Collard 5 One of the new gameplay elements explored in the game will be the manipulation and combining of knowledge so the player will have to connect threads of knowledge in order to draw logical conclusions allowing them to proceed 6 While death scenes were removed from The Shadow of the Templars director s cut 2009 in The Serpent s Curse the player character s death will be possible if the player makes a wrong decision or doesn t complete an action quickly enough however unlike in the original two Broken Sword games where the player then started off from the last save point they will restart from right before the death scene like in the 3D titles 7 The player will have the option to choose between the classic and the modern inventory the former being in the fashion of the first two Broken Sword games and the latter in the fashion of their 2009 and 2010 Broken Sword remakes The player will also have the option of switching the hint system or hotspot highlights on or off 8 Plot EditSeveral months after the events of Broken Sword The Angel of Death George Stobbart now working as an insurance assessor reunites with Nicole Collard in Paris while attending to the opening of an exhibition by gallery owner Henri Dubois Moments after the reunion a pizza courier arrives steals a painting called la Malediccio from the exhibition and kills Henri while leaving Discovering Inspector Auguste Navet the police detective handling the case is incompetent George decides to investigate the crime himself He soon discovers that the theft was an inside job and that the gallery s security company called Vera is linked to the theft Meanwhile Nicole finds herself interviewing an elderly man named Tiago Marques who claims to be the rightful owner of the painting Tiago reveals the painting belonged to his family until it was stolen by fascists during the Spanish Civil War Prior to his father being killed trying to prevent its theft Tiago was given a medallion linked to the painting and which proves his ownership claim When Nicole and George compare notes they discover that the owner of Vera Russian businessman Roman Medovsky claims to own la Malediccio Visiting his London home on the pretense of processing his insurance claim the pair discover Medovsky received an offer for the painting from someone named Gehnen that his driver Shears was the thief and that an art restorer named Wilfred Hobbs is involved in the crime Returning to Paris to attend a crime recreation by Navet George speaks with a Dominican priest named Father Simeon who claims that the painting is cursed Simeon reveals it to be linked to the Gnostics a branch of Christianity persecuted in France by the Vatican Church in the 13th century after noting a sketch George took from Hobbs bears the Gnostic symbol called the Ouroboros Shortly after Simeon leaves George and Nicole meet with an Interpol agent named Richard Langham investigating the art theft who warns them not to pursue Medovsky Upon finding the painting s provenance in Henri s office to be faked George discovers Simeon murdered in the gallery after uncovering a plot involving the painting Meeting with Henri s widow Bijou Dubois shortly after this George confronts her with the forged provenance Guilt ridden Bijou confesses that she Henri and Hobbs helped Medovsky to use la Malediccio in an insurance scam Hobbs forged the provenance while Henri was convinced subtly to exhibit it allowing Medovsky to stage its theft claim the insurance and sell the painting to Gehnen Bijou reveals that she and Hobbs decided to betray Medovsky by stealing the painting and giving him a forgery prompting George and Nicole to visit Hobbs studio Upon arriving they find Hobbs murdered and discover Langham to be his killer having sought to acquire la Malediccio for himself for unknown reasons Realising he left with a forgery after setting the studio on fire the pair find the original and return to Paris Discovering Tiago had left to hide in the ruins of his family s house in Catalonia Spain with his daughter Eva George and Nicole bring the painting to him and work to decipher its secrets They quickly discover the map leads to Montserrat where the Gnostics hid an artifact called the Tabula Veritatis which can raise Lucifer the devil by destroying Jehovah God Langham soon tracks them down kidnapping Tiago and revealing his grandfather to be a man named Gehnen who led the raid on the Marques home in order to find the Tabula and use it to release Lucifer Seeking to prevent this George Nicole and Eva work together to recover the Tabula learning Gehnen died trying to reach it without realising it was sealed away with Tiago s medallion Upon recovering it Langham steals it from the group and murders Tiago Before dying Tiago helps the group learn that the Tabula is to be used at a site in Iraq denoted as Eden Attempting to pursue Langham the group find themselves trapped by Medovsky seeking to reclaim la Malediccio Nicole manages to convince Shears to abandon Medovsky and help them leading to Shears confessing that Henri s death was unintentional and purely accidental during the painting s theft On the way to Iraq George receives a cryptic message from Tiago in a dream revealing that his medallion is the key to stopping Lucifer s arrival Upon reaching the center of Eden George reflects a beam of pure light with the medallion towards Langham during his ritual killing him and collapsing Eden With the world saved George and Nicole hand the medallion and the Tabula to Eva who vows to rebuild the Gnostic chapel in her family s home Development EditOrigin Edit Revolution co founder Charles Cecil creator and director of the Broken Sword series When writing the first two Broken Sword titles in the 1990s Revolution Software s games were published by Virgin Interactive who wanted to ensure that the games were of quality putting Revolution under no pressure and giving them much creative freedom and little time restriction more so with the first game The Shadow of the Templars 9 10 Towards the end of the 1990s however adventure games largely 2D and PC exclusive were declining in popularity during the rise of visceral 3D platformers and were viewed as commercially unfeasible 6 Cecil credited the decline to PlayStation which introduced a new audience of University age interested in visceral 3D games 11 As a result publishers would rather pitch titles such as 3D shooters to retailers 12 This drove away the audience that wanted more cerebral games like adventures so sales for the genre dropped even further and it became a self fulfilling prophecy according to Charles Cecil Revolution s CEO and Broken Sword creator 11 This meant the Broken Sword sequels The Sleeping Dragon 2003 and The Angel of Death 2006 could be commissioned by publishers only by switching to 3D 9 10 When Revolution signed a contract the publisher took control of the schedule in which Revolution s creative process was limited by tight milestones that would compromise the game and guide the design to appeal to retailers rather than audiences 9 10 13 14 15 In this publishing model the publisher took the financial risk 12 benefiting from the game s success while the developer didn t 14 after the publisher and the retailers took their cuts of the revenue a modest 7 percent was assigned to the developer 12 16 17 despite the Broken Sword series earning hundreds of millions 7 Revolution was to quote Cecil developing very successful games at a loss 12 However when Apple contacted Revolution in 2009 to produce their games for the iOS 12 Revolution self published Broken Sword The Shadow of the Templars Director s Cut and Broken Sword The Smoking Mirror Remastered on the iPhone iPad Store 17 and later on for PC and Mac on GoG com Steam and iTunes Store and for Android on Google Play 7 18 in the self publishing model Revolution was commissioned 70 of the revenue rather than 7 meaning that the company was in a far stronger financial position than before 7 18 The commercial performance of the Broken Sword I and II reimaginations were also considerably stronger than the series 3D entries particularly on handheld platforms the two remakes were purchased 500 thousand times 6 14 16 with downloads totaling five million through promotions on the iOS in 2011 alone 10 13 15 16 Cecil credited Apple and digital distribution to saving indie developers such as Revolution and reviving the adventure genre 12 19 This enabled the studio to partially self fund their next title The Serpent s Curse 500 thousand dollars earned with the success of the self published releases 16 were spent on the game Revolution then had to choose between making a shorter more linear game with 500 000 with the length of the shortest Broken Sword The Smoking Mirror or try to raise money through crowd funding to make an overall better game 9 18 A few months before the announcement it was largely believed in the game press that Revolution was working on a fifth instalment in the Broken Sword series 19 20 21 22 Cecil didn t confirm the speculations though but did confirm that they were working on a new high definition title which would return to Revolution s 2D roots which was planned to be announced in July 2012 20 Announcement fundraising and release EditAfter a few delays Revolution announced Broken Sword The Serpent s Curse on 23 August 2012 5 starting a Kickstarter project with a 400 000 goal 23 Until then the production of the game had been self funded and 500 000 had been spent 11 Despite interest of the industry s biggest third party publisher Revolution preferred to self publish the game giving them creative freedom which Cecil felt allowed them to make decisions that are best for the game 24 Cecil has also noted that he still plans to work with publishers in the future for retail releases 11 The game s Kickstarter goal was reached in the project s 13th day 25 It was successfully funded on 22 September raising 771 560 from 14 032 backers 26 and a total of 823 232 counting 1 218 PayPal backers who raised 51 672 26 27 Revolution co founder Tony Warriner one of four Serpent s Curse programmers The game has been released for Windows Mac OS X Linux iOS Android and PlayStation Vita with a large possibility of a PlayStation Network and Xbox Live Marketplace release 5 20 28 Regarding Revolution s choice of platforms Cecil said that the point and click interface of the PC platforms translated very well to the slide and touch user interface on mobile platform but that the direct control interface on a console controller differs greatly from the former two interfaces He noted though that there he is still very keen to bring the game to consoles but that it is not a certainty 28 Cecil has also noted that Revolution would have to publish the console versions through the format holders rather than self publish 12 At the 2013 Gamescom Revolution released a teaser trailer for The Serpent s Curse and announced a PlayStation Vita release Cecil stated that the game was expected to be released in the first quarter or right at the very beginning of the second quarter of next year 2013 so probably end of March 28 In a GameSpot UK podcast Cecil said that the game was expected to be delayed for a month or two because of the achieved stretch goals that increased the development time due to the promised additional content 29 After further delays Revolution announced on 5 November that the game will be released as a two part episodic title with the first episode coming on 4 December 2013 and the second one in Q1 2014 Initial releases would be for desktop platforms and other releases would follow shortly after 30 Cecil explained that the game became much larger than they had anticipated with enough content for two full fledged games This meant that the title would not be fully completed by the end of 2013 but Revolution had promised a 2013 release and so came the decision to split the game in two Cecil also added that sometimes games are too long and players don t find time to finish it and saw that a split would also benefit in this field He compared the length of a single episode to that of The Smoking Mirror 31 On 29 November backers of the 50 tier or more were given exclusive beta access featuring the first three scenes from episode 1 32 33 Both episodes bundled together were made available for pre order on 27 November 2013 on Good Old Games 34 and on 28 November on Steam 35 Episode one was released on 4 December for PC on the same services episode 2 would be added to the game as an update for the same purchase The first episode was also released for the Vita on 18 December bought either separately or with the second episode and for iOS on 6 February and on for Android on 18 March On iOS and Android episode 2 would be released as an in app purchase Technical design Edit Broken Sword The Serpent s Curse was built by four main programmers using Virtual Theatre 7 Revolution s own in house developed game engine based on the company s original Virtual Theatre used to create their 2D titles in the 1990s Tony Warriner co founder and technical director of Revolution programmed the game s engine in particular its user interface UI and game scripting system wanting to warrant the UI was as smooth simple and intuitive as possible 36 As an engine developer Joost Peters who previously co programmed the two Broken Sword remakes with Warriner had to ensure the engine was portable and ran optimally on a wide range of platforms 37 Coder Peter Brooks had to implement features between various platforms and application programming interfaces connectable to the game 38 Andrew Boskett who previously worked on The Sleeping Dragon returned to program The Serpent s Curse 39 Warriner and Brooks both usually used OS X Peters used Linux and Boskett Windows to ensure that all the game would remain in sync on all platforms 39 Creative design Edit Artistic direction Edit With The Serpent s Curse Broken Sword returned to its 2D roots in high definition HD While the latter two Broken Sword entries had been generally well received by the series fanbase 6 17 the move to 3D graphics was met with mixed reactions 13 The backgrounds for The Serpent s Curse were originally planned to be pre rendered 3D ones but Cecil felt they just didn t give the crew the look that they wanted 11 He also believed that while 3D was accurate and realistic it lacked character and the classic feel of the clarity and beauty of backgrounds hand drawn by skillful 2D layout artists that Cecil felt could cheat perspective to achieve maximum emotional effect while remaining believable and create environments that are more interesting and it creates a much better overall feeling 13 15 17 20 Revolution sourced experienced layout artists that have worked for companies such as Disney DreamWorks Nickelodeon Universal Studios Aardman Sony Pictures Entertainment and 20th Century Fox 5 including lead art director Tori Cat Davis who has worked on acclaimed works such as animated films The Illusionist 2010 Arthur Christmas 2011 and Frankenweenie 2012 as well as the children s animated television series Shaun the Sheep 2007 she created and managed the hand drawn environments for the game and oversee the work of the background painters 40 Craig Gardiner the game s lead animator oversaw the work of the animation team to ensure the character animations were consistent and did not feel out of place fitting within Cecil s vision of the game 41 Tim Robins was the graphic artist he created text information seen on the screen such as icons menus and maps was responsible for the visual style of interactive elements in the game and also served as an assistant layout artist 42 Backgrounds were traditionally hand drawn and then colored in Photoshop 15 43 while Robins usually worked in Photoshop and Illustrator 42 While the return to 2D had been met with high praise 6 13 the characters were modeled in 3D and then pre rendered and saved in 2D sprites rather than being hand drawn 2D sprites 5 which was initially met with mixed reception from fans 43 Cecil explained that the game was in full HD in order achieve the highest visual quality possible but the original animations from The Shadow of the Templars and The Smoking Mirror were created in 640 400 a move to HD would require animations three times larger and hand animating so many pixels might be possible but would be a massively complicated job To further quote Cecil The massive advantage of rendering and then modelling is that obviously the data is much more manageable we can connect animations much more smoothly we can continue to tweak to optimise the 2D look which we re in the process of doing and you can hand touch them at the end A lot of people have said that we should be doing 2D and I totally respect their comments but my opinion is that it s just not feasible I m also very pleased with the way the sprites are looking anyway What we probably need to do is communicate that the end result is they look like they re sprites they look like they re 2D So I don t regret the decision at all and I m absolutely convinced it s the right one I just don t think we ve communicated as well as we should have done that the end results will look like cartoony 2D sprites 43 He also stated that 2D and 3D in HD brings the best of every world 13 Technology written specifically to give the sprites a more cartoony look was written 44 The game s storyline is based on the Gnostic Gospels depiction of the Serpent as Lucifer the bringer of light Historical background Edit Dan Brown s best selling The Da Vinci Code 2003 brought the Knights Templar theme into the mainstream despite negative reviews inspiring a slew of often panned Templar films games and books and as a result the Templars became cliche 9 although Broken Sword The Shadow of the Templars was released seven years prior to The Da Vinci Code to great acclaim as part of the Templar zeitgeist bringing them into the public eye with the game s fanbase and various media outlets even believing that Brown was inspired by Broken Sword when writing his novel 12 Cecil felt that the Broken Sword series could no longer trade on the Templar a theme three of the four Broken Sword games were based on 6 17 43 Cecil had since been fascinated by the Gnostic Gospels in 1945 a local farmer near Nag Hammadi Upper Egypt discovered a clay casket with twelve leather bound manuscripts that comprised fifty two Gnostic texts one of the texts particularly caught Cecil s attention the Testimony of Truth which tells the story of Genesis from a different perspective From the perspective of a jealous God the creator of man and the Serpent Lucifer the bringer of light who gives knowledge to man but is not once called the Devil these were written by Gnostics who were considered heretic by the Orthodox Church the Cathars who were Gnostic were brutally suppressed and massacred during the 13th century in the Albigensian Crusade in Languedoc Southern France by Pope Innocent III of the Catholic Church and the newly set up Dominican Order 6 9 10 17 43 Cecil was fascinated that a piece of Christian history with such importance hadn t yet been brought into public consciousness 9 and hoped to start the new zeitgeist with The Serpent s Curse which would explore what secrets the Gnostics held and why did the Church feel threatened by them 10 17 43 resonating the story to the present day 6 Audio Edit The game was dubbed into German French Spanish and Italian Polish and Russian translations of the subtitles were made available as well 5 Rolf Saxon returned to voice George Stobbart Emma Tate voiced Nicole Nico Collard 45 Other voice actors from earlier instalments of the series will also return 5 Alexander Schottky the original German voice of George Emmanuel Curtil the original French voice of George and Nathaniele Esther the French voice of Nico are also confirmed to reprise their roles 5 Hazel Ellerby who voiced Nicole Nico Collard in the original Broken Sword The Shadow of the Templars and its director s cut was initially set to reprise her roles of Nico and Lady Piermont but scheduling conflicts came in the way and Ellerby was not included in the recording 45 The voice recording took place in OMUK a video game voice recording studio in London 46 The Shadow of the Templars and director s cut composer Barrington Pheloung returned as well 7 47 The soundtrack will be synthesized rather than orchestrated 48 It also featured songs by Miles Gilderdale including Jasmine and Strange Girl Kickstarter expansion and other additions Edit The Serpent s Curse without achieving its Kickstarter goal would be a more linear game quicker to play through circa eight hours long of similar length to the shortest Broken Sword The Smoking Mirror 9 18 The funds raised and stretch goals achieved enabled Revolution to make a longer more ambitious game with further external locations with associated puzzles and characters to ensure the game doesn t feel claustrophobic as well additional characters making the game more free form and giving players a genuine choice in how they choose to approach puzzles 18 49 In the game the player is also offered the option to choose the preferred of two text fonts one resembling the stylised colored and bold font of the early series entries and one resembling the boxed comic book font found in the Broken Sword remakes Reception EditEpisode 1 Edit ReceptionAggregate scoresAggregatorScoreGameRankings74 50 Metacritic PC 69 100 51 PSV 67 100 52 Review scoresPublicationScoreEdge6 10 53 GameSpot8 10 54 Metro UK 6 10 55 Hardcore Gamer4 5 56 Digital Spy 57 Hooked Gamers8 5 10 58 IncGamers6 10 59 USgamer 60 The first episode was met with mixed to positive reviews from critics Reviewers gave much praise to the episode for its artistic direction and plot many deeming it a return to form for the series while a number of them felt that it was too linear and easy and that the split into episodes resulted in an unpleasant cliffhanger It received a score of 74 on GameRankings 50 and 69 100 on Metacritic 51 The return of hand drawn 2D backgrounds was met with high praise from reviewers Edge stated that Revolution have maintained the peerless quality of its gorgeous beautifully hand drawn backgrounds provided by top tier film industry talent Geoff Thew of Hardcore Gamer hailed Revolution as adventure game masters for crafting capital G Gorgeous backgrounds hand drawn with a true sense of artistry and packed with detail that feel lived in while simultaneously allowing important gameplay elements to be subtly emphasized However the inclusion of cel shaded 3D character models was met with mixed reactions While it was generally agreed that the models do look good many were critical of their wooden animations Cameron Woolsey of GameSpot said the 3D character models blend effortlessly into the gorgeous backdrops but was critical of the distracting stiff and somewhat primitive animations Edge felt that the strange plastic looking 3D character models and their awkward robotic animations are a jarring that looks entirely out of place Both Snaedal and Thew viewed this as a minor issue and others were far less critical of the animations particularly Osborn who was really impressed with the much improved animations and sly 2 5D effects and the fluid and effortless character movements Pete Davison of USgamer said that the gorgeous high res backgrounds coupled with the high ly detail ed 3D models make for a good looking game despite some animations being a little wooden at times Mark Langshaw of Digital Spy complimented the inclusion of 3D models set against 2D backgrounds which he said that despite looking dated in some respects felt like a natural evolution for Broken Sword Some were positive about the puzzles Thew said that plenty are well designed and feel sensible while still taxing your mental muscles David and Woosley noted that the puzzles were generally easy with clear solutions but agreed that the game s linearity helped the narrative move on with a strong and steady pace Others found the quality of the puzzles to be variable Both Edge and Metro GameCentral felt that they vary from excellent well thought out logic based puzzles to absurdly abstract or purely dialogue based Langshaw stated that some are genuinely inventive while others feel tedious and unsatisfactory to the seasoned adventurer McDonald said that few are particularly difficult and there aren t too many that feel illogical or ridiculous but there is a big reliance on the game giving you the item you need at the exact moment you need it The plot was met with praise Davison complimented the slow careful and considered pacing Woolsey said that the story weaves a smart fascinating and often humorous tale Snaedal hailed the brilliant story evolution and plot complexity Edge called the story an intriguing often spooky yarn that achieves that crucial careful balance between character motivation and circumstance driving events forward Langshaw praised the story laden with mystery and intrigue but noted some pacing issues McDonald Osborn and Metro GameCentral all complimented the dark engaging and intriguing plot Many accredited the script and voice acting Woolsey stated that the game s world is complemented by interesting entertaining and often hilarious characters whose personalities shine through every conversation and a great vocal cast that makes each character believable and memorable Thew said the characters are well written and showcase some great humor through extensive and amusing dialogue trees and like previous Broken Swords some of the industry s best voiceover work McDonald noted that the mixture of a dark story with ridiculous characters with over the top accents was part of Broken Sword s charm which he liked but added that it was a matter of personal taste He stated that a majority of the characters are well written with memorable individuality writing For once I can actually use the word character without inwardly rolling my eyes He pointed out Bassam and Rolf Saxon s performance as George Stobbart as highlights Others were less enthusiastic Langshaw and Metro GameCentral agreed that while by no means poor the script fell victim to attempts at humour that fall embarrassingly flat and that the voice cast was highly variable namely approving Rolf Saxon s return as George but denouncing Emma Tate as Nico Even Snaedal who commended the quality voiceovers showed disapproval of Tate s overacting Some reviewers applauded the music McDonald said the sound design is gorgeous and reminiscent of earlier games Thew said the games s powerful and cinematic score evoke s nostalgia and that there is some fantastic ambiance at play here that really brings the environments to life Many of the critics final scores were affected by the cliffhanger which most found unsatisfactory while others left the game unrated until the second episode Davison wrote that the game is a fine return to form for the series that very much feels like one of the first two Broken Sword games but frustratingly ends with a cliffhanger just as things are starting to get really interesting in this regard Although finding it a natural break and saying that what s here is very good indeed and absolutely well worth your time he noted that buying the separate episode before the full release depends on your own tolerance to cliffhangers Thew was upset with how the game ends with an egregious cliffhanger without a sense of resolution He still said that even if it hasn t been entirely satisfying it is a thoroughly enjoy able game that has been a lot of fun so far He closed stating that people unfamiliar with the game being wary because of it being half finished he wouldn t hesitate to recommend the game to fans and hoped and believed that Revolution would deliver a fulfilling conclusion and great finale Edge wrote that the game offers much of the same charismatic virtual tourism and intrigue that has held the brand in such high regard for so long and certainly take s and recreate s some of the best elements of their previous adventures but feared that it did not offer enough innovation to drag players away from newer point and click offerings and hoped that the second episode would offer a narrative curveball to shock the series into a new era rather than simply riffing on its past McDonald felt like the game was one big title that s been chopped in half which closes just as the big mystery is really only beginning to kick off and doesn t feel normally self contained making it difficult to score the game as the quality of it hinges so badly on the quality of the second episode this made him wary of recommending it too highly to someone who is not familiar with the series until the second episode s release and finished off writing I hope that when episode two launches I ll be bemoaning my own idiocy and falling over myself to award the complete game a much higher score than 6 10 Osborn deemed the first episode of The Serpent s Curse immensely entertaining so far and one of 2013 s unexpected pleasures Episode 2 Edit ReceptionAggregate scoresAggregatorScoreGameRankings74 61 Metacritic72 100 62 Review scoresPublicationScoreGameSpot6 10 63 Hardcore Gamer4 5 64 IncGamers8 10 65 The second episode saw an improvement in reception particularly the increased pace and puzzle difficulty although some did see certain elements worsen Hamza Ansari of Adventure Classic Gaming points out the dialogs and the puzzles exponentially become complex and mind grinding as the game continues Several of the puzzles involve cryptic but logical use of cipher codes for you to decipher hidden messages The game also assumes that you have substantive familiarity and knowledge of the Gnostic Gospels and are able to identify obscure references in paintings to these ancient texts 66 It received a score of 74 on GameRankings 61 and 72 100 on Metacritic 62 References Edit The iOS version has landed Revolution Software Archived from the original on 7 February 2014 Retrieved 6 February 2014 Release Date Announced Revolution Software 5 November 2013 Retrieved 5 November 2013 Purchese Robert 9 June 2015 Enhanced Broken Sword 5 for PS4 Xbox One this summer Eurogamer Archived from the original on 9 June 2015 Retrieved 9 June 2015 Yin Poole Wesley 4 August 2018 Broken Sword 5 announced for Nintendo Switch Eurogamer Archived from the original on 4 August 2018 Retrieved 4 August 2018 a b c d e f g h Revolution Software 23 August 2012 Broken Sword the Serpent s Curse Adventure by Revolution Software Kickstarter Archived from the original on 25 August 2012 Retrieved 24 August 2012 a b c d e f g h GamesTM 6 September 2012 Charles Cecil Interview Broken Sword Kickstarter amp Dan Brown NowGamer Imagine Publishing Archived from the original on 21 October 2012 Retrieved 29 June 2013 a b c d e Ivey Ray 18 September 2012 Interviews Charles Cecil Just Adventure Archived from the original on 22 September 2012 Retrieved 3 November 2012 Revolution Software 21 September 2013 Last Minute Questions and Answers Kickstarter Archived from the original on 17 May 2013 Retrieved 7 July 2013 a b c d e f g h Reed Kristan 27 August 2012 Charles Cecil on using Kickstarter to maintain creative freedom and make Broken Sword 5 bigger and better Pocket Gamer Steel Media Archived from the original on 30 June 2013 Retrieved 29 June 2013 a b c d e f Broken Sword The Serpent s Curse engl Spezial Looki de 2012 Archived from the original on 30 January 2014 Retrieved 29 June 2013 a b c d e Walton Mark 23 August 2012 Charles Cecil on Broken Sword Kickstarter and Why Sony Has A Lot To Answer For GameSpot CBS Interactive Archived from the original on 27 August 2012 Retrieved 23 August 2012 a b c d e f g h How Broken Sword Beat Dan Brown To The Da Vinci Code Red Bull 25 February 2013 Retrieved 28 June 2013 a b c d e f Duwell Ron 29 October 2012 Interview Building a New Broken Sword Independently TechnoBuffalo Archived from the original on 16 December 2013 Retrieved 29 June 2013 a b c Nouch James 17 September 2012 Revolution s Charles Cecil Crowdfunding fuels creativity but publishers still have their place Pocket Gamer Steel Media Archived from the original on 30 June 2013 Retrieved 29 June 2013 a b c d Robertson John 31 August 2012 Broken Sword The Serpent s Curse and the Art of Self Publishing Interview IncGamers Archived from the original on 3 April 2013 Retrieved 29 June 2013 a b c d Walker John 30 August 2012 Charles Cecil On Broken Sword Kickstarter amp 3D Models Rock Paper Shotgun Archived from the original on 22 May 2013 Retrieved 29 June 2013 a b c d e f g Willmott Ray 6 September 2012 An interview with Charles Cecil This Is My Joystick Archived from the original on 8 September 2012 Retrieved 29 June 2013 a b c d e Interview with Charles Cecil english Adventure Corner 7 October 2012 Archived from the original on 11 October 2012 Retrieved 2 July 2012 a b Stuart Keith 14 February 2012 Charles Cecil how App Store Saved Revolution Software Hookshot Inc Archived from the original on 28 August 2012 Retrieved 23 August 2012 a b c d Hall Lee 14 June 2012 Revolution Software to unveil Broken Sword 5 Edge Future Publishing Archived from the original on 5 August 2012 Retrieved 23 August 2012 Brown Nathan 14 February 2012 Charles Cecil to make a social game Edge Future Publishing Archived from the original on 16 February 2012 Retrieved 23 August 2012 David 3 March 2012 Broken Sword 5 to Arrive in 2012 Cheat Masters Archived from the original on 17 April 2012 Retrieved 17 June 2012 Yin Poole Wesley 23 August 2012 Revolution announces Broken Sword 5 Kickstarter Eurogamer Eurogamer Network Archived from the original on 25 August 2012 Retrieved 23 August 2012 Hall Lee 23 August 2012 Biggest thirdparty publisher wanted Broken Sword 5 Edge Future Publishing Archived from the original on 24 August 2012 Retrieved 23 August 2012 Kubba Sinan 5 September 2012 Broken Sword The Serpent s Curse Kickstarter funded curse still going strong Joystiq AOL Archived from the original on 8 September 2012 Retrieved 5 September 2012 a b Hillier Brenna 24 September 2012 Broken Sword Kickstarter falls short of Beneath a Steel Sky sequel VG247 Videogaming 247 Ltd Archived from the original on 28 October 2012 Retrieved 3 November 2012 Kickstarter PayPal Revolution Software Archived from the original on 5 November 2012 Retrieved 3 November 2012 a b c Cecil Charles 23 August 2012 Broken Sword 5 Interview with Charles Cecil 2 2 Adventure Treff Archived from the original on 2 May 2016 Retrieved 25 August 2012 The GameSpot UK Podcast 31 10 12 GameSpot CBS Interactive 31 October 2012 Archived from the original on 16 May 2013 Retrieved 28 June 2013 Armitage Hugh 5 November 2013 Broken Sword The Serpent s Curse Episode One release announced Digital Spy Hearst Corporation Archived from the original on 8 November 2013 Retrieved 30 November 2013 Peel Jeremy 5 November 2013 Why Broken Sword The Serpent s Curse has been split into two It s not that we ve run out of money PCGamesN Archived from the original on 16 December 2013 Retrieved 28 November 2013 Warriner Tony 29 November 2013 Emails are trickling out but if you log into the backer panel you should find the code Tony s Revolution Dev Blog Tumblr Archived from the original on 4 March 2016 Retrieved 4 December 2013 Revolution Software January 2013 Broken Sword the Serpent s Curse Adventure Overview Revolution Software Archived from the original on 6 March 2013 Retrieved 22 February 2013 Pre Order Broken Sword 5 The Serpent s Curse Season Pass Good Old Games Archived from the original on 30 November 2013 Retrieved 30 November 2013 Broken Sword 5 the Serpent s Curse Steam Archived from the original on 30 November 2013 Retrieved 30 November 2013 Revolution Software 10 September 2012 Mini Update Meet The Team Tony Warriner Kickstarter Archived from the original on 10 November 2013 Retrieved 22 February 2014 Revolution Software 12 September 2012 Mini Update Meet The Team Joost Peters Kickstarter Archived from the original on 17 December 2013 Retrieved 22 February 2014 Revolution Software 18 September 2012 Mini Update Meet The Team Peter Brooks Kickstarter Archived from the original on 28 May 2013 Retrieved 22 February 2014 a b Warriner Tony 19 July 2013 You ve said that there are 4 programmers for this game Tony s Revolution Dev Blog Tumblr Retrieved 22 February 2014 Revolution Software 16 September 2012 Mini Update Meet The Team Tori Davis Kickstarter Archived from the original on 19 September 2012 Retrieved 18 September 2012 Revolution Software 14 September 2012 Mini Update Meet The Team Craig Gardiner Kickstarter Archived from the original on 17 September 2012 Retrieved 18 September 2012 a b Revolution Software 8 September 2012 Mini Update Meet The Team Tim Robins Kickstarter Archived from the original on 13 September 2012 Retrieved 18 September 2012 a b c d e f Walker John 29 August 2012 Charles Cecil On Broken Sword 5 Ancient Myths amp Movies Rock Paper Shotgun Archived from the original on 13 November 2012 Retrieved 3 July 2013 Cecil Charles 13 December 2012 Developer Diary 1 Revolution Software Archived from the original on 1 October 2013 Retrieved 12 July 2013 a b Broken Sword Developer Diary 5 Archived from the original on 1 August 2013 Retrieved 1 August 2013 Cecil Charles 24 May 2013 Developer Diary 4 Revolution Software Archived from the original on 13 September 2013 Retrieved 28 June 2013 Warriner Tony 17 July 2013 Barrington composin or no Tony s Revolution Dev Blog Tumblr Archived from the original on 4 March 2016 Retrieved 17 July 2013 Warriner Tony 3 September 2013 Will the soundtrack be fully orchestrated or synthesized Tony s Revolution Dev Blog Tumblr Retrieved 20 April 2014 Revolution Software 28 September 2012 Hurrah The 800k Stretch Goal has been achieved Kickstarter Archived from the original on 20 December 2013 Retrieved 29 June 2013 a b Broken Sword 5 The Serpents Curse Part I for PC GameRankings Archived from the original on 6 March 2014 Retrieved 7 December 2013 a b Broken Sword 5 The Serpents Curse Part I for PC Reviews Metacritic Archived from the original on 27 February 2014 Retrieved 7 December 2013 Broken Sword 5 The Serpent s Curse for PlayStation Vita Reviews Metacritic Archived from the original on 30 September 2016 Retrieved 20 September 2016 Broken Sword The Serpent s Curse Episode One review Edge 9 December 2013 Archived from the original on 27 February 2014 Retrieved 11 March 2014 Woolsey Cameron 4 December 2013 Broken Sword 5 The Serpent s Curse Review GameSpot Archived from the original on 22 March 2014 Retrieved 11 March 2014 Broken Sword 5 The Serpent s Curse review old school adventure Metro GameCentral 4 December 2013 Archived from the original on 19 March 2014 Retrieved 11 March 2014 Thew Geoff 7 December 2013 Review Broken Sword The Serpent s Curse Episode 1 Hardcore Gamer Archived from the original on 12 February 2014 Retrieved 11 March 2014 Thew Geoff 4 December 2013 Broken Sword 5 The Serpent s Curse review PC A nostalgic offering Digital Spy Archived from the original on 8 February 2014 Retrieved 11 March 2014 Snaedal Ingvi 9 December 2013 Broken Sword 5 The Serpent s Curse Hooked Gamers Archived from the original on 22 February 2014 Retrieved 11 March 2014 McDonald Tim 6 December 2013 Broken Sword 5 The Serpent s Curse Episode One Review IncGamers com Archived from the original on 14 February 2014 Retrieved 11 March 2014 Davison Pete 11 December 2013 Paris in the Spring Broken Sword 5 The Serpent s Curse Part 1 PC Review USgamer Archived from the original on 17 February 2014 Retrieved 11 March 2014 a b Broken Sword 5 The Serpents Curse Part I for PC GameRankings Archived from the original on 17 May 2014 Retrieved 7 December 2013 a b Broken Sword 5 The Serpents Curse Part I for PC Reviews Metacritic Archived from the original on 28 April 2014 Retrieved 7 December 2013 Woolsey Cameron 22 April 2014 Broken Sword 5 The Serpent s Curse Part II Review GameSpot Archived from the original on 30 April 2014 Retrieved 24 April 2014 Thew Geoff 21 April 2014 Review Broken Sword The Serpent s Curse Episode 2 Hardcore Gamer Archived from the original on 24 April 2014 Retrieved 24 April 2014 McDonald Tim 22 April 2014 Broken Sword 5 The Serpent s Curse Episode Two Review IncGamers com Archived from the original on 26 April 2014 Retrieved 24 April 2014 Ansari Hamza Broken Sword 5 The Serpent s Curse Episode 2 www adventureclassicgaming com Archived from the original on 10 September 2015 Retrieved 16 September 2015 External links EditBroken Sword The Serpent s Curse at Revolution Software Broken Sword The Serpent s Curse at Adventure Gamers Broken Sword The Serpent s Curse at Kickstarter Portal Video games Retrieved from https en wikipedia org w index php title Broken Sword 5 The Serpent 27s Curse amp oldid 1136668272, wikipedia, wiki, book, books, library,

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