Broken Sword 5: The Serpent's Curse: Difference between revisions
Citation bot (talk | contribs) Alter: title, author. | Use this bot. Report bugs. | Suggested by Abductive | Category:Xbox One games | via #UCB_Category 132/1635 |
The Apple App Store page lists tvOS support. |
||
(23 intermediate revisions by 17 users not shown) | |||
Line 1: | Line 1: | ||
{{short description| |
{{short description|2013 video game}} |
||
{{Use dmy dates|date=February 2018}} |
{{Use dmy dates|date=February 2018}} |
||
{{Infobox video game |
{{Infobox video game |
||
Line 15: | Line 15: | ||
| series = ''[[Broken Sword]]'' |
| series = ''[[Broken Sword]]'' |
||
| engine = [[Virtual Theatre]] |
| engine = [[Virtual Theatre]] |
||
| platforms = [[Microsoft Windows]], [[OS X]], [[Linux]], [[PlayStation Vita]], [[Android (operating system)|Android]], [[iOS]], [[PlayStation 4]], [[Xbox One]], [[Nintendo Switch]] |
| platforms = [[Microsoft Windows]], [[OS X]], [[Linux]], [[PlayStation Vita]], [[Android (operating system)|Android]], [[iOS]], [[PlayStation 4]], [[Xbox One]], [[Nintendo Switch]], [[tvOS]] |
||
| released = {{collapsible list|title=Episode 1|'''Microsoft Windows''', '''OS X''' & '''Linux'''<br />{{vgrelease|WW|4 December 2013}}'''PlayStation Vita'''<br />{{Video game release|PAL|18 December 2013|NA|6 May 2014}}'''iOS'''<br />{{vgrelease|WW|6 February 2014 |
| released = {{collapsible list|title=Episode 1|'''Microsoft Windows''', '''OS X''' & '''Linux'''<br />{{vgrelease|WW|4 December 2013}}'''PlayStation Vita'''<br />{{Video game release|PAL|18 December 2013|NA|6 May 2014}}'''iOS'''<br />{{vgrelease|WW|6 February 2014 |
||
<ref name=iOSreleasedate/>}}'''Android'''<br />{{vgrelease|WW|15 March 2014 |
<ref name=iOSreleasedate/>}}'''Android'''<br />{{vgrelease|WW|15 March 2014 |
||
Line 24: | Line 24: | ||
}} |
}} |
||
'''''Broken Sword 5: The Serpent's Curse''''' is the fifth title in the ''[[Broken Sword]]'' series of [[adventure game|adventure]] [[video game]]s, developed and published by [[Revolution Software]], for [[Microsoft Windows]], [[OS X]], [[Linux]], [[PlayStation Vita]] (via the [[PlayStation Network]]), [[Android (operating system)|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. |
'''''Broken Sword 5: The Serpent's Curse''''' is the fifth title in the ''[[Broken Sword]]'' series of [[adventure game|adventure]] [[video game]]s, 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 (operating system)|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]] [[Crowdfunding in video games|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 [[High-definition video|HD]] and returns to the series' [[2D computer graphics|2D]] roots, with [[3D computer graphics|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. |
||
==Overview== |
==Overview== |
||
===Gameplay=== |
===Gameplay=== |
||
''Broken Sword: The Serpent's Curse'' is a 2D [[adventure game]] played from a [[Third-person view|third-person perspective]]. Via a [[point and click]] or [[touch user interface|touch user]] interface, the player |
''Broken Sword: The Serpent's Curse'' is a 2D [[adventure game]] played from a [[Third-person view|third-person perspective]]. Via a [[point and click]] or [[touch user interface|touch user]] interface, the player guides protagonists George Stobbart and Nicole "Nico" Collard.<ref name=Kickstarter>{{cite web|author=[[Revolution Software]] |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure |title=Broken Sword – the Serpent's Curse Adventure by Revolution Software |publisher=[[Kickstarter]] |date=23 August 2012 |access-date=24 August 2012 |url-status=live |archive-url=https://web.archive.org/web/20120825004901/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure |archive-date=25 August 2012 }}</ref> One of the new gameplay elements explored is the manipulation and combining of knowledge, so the player has to connect threads of knowledge in order to draw logical conclusions, allowing them to proceed.<ref name=NowGamer/> While death scenes were removed from ''[[Broken Sword: The Shadow of the Templars|The Shadow of the Templars]]''{{'}} [[Broken Sword: The Shadow of the Templars – Director's Cut|director's cut]] (2009), in ''The Serpent's Curse'', the player character's death is 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 restart from right before the death scene, like in the 3D titles.<ref name="JustAdventure">{{cite web|first=Ray |last=Ivey |url=http://www.justadventure.com/article/272/interviews-charles-cecil/ |title=Interviews: Charles Cecil |publisher=[[Just Adventure]] |date=18 September 2012 |access-date=3 November 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120922023951/http://www.justadventure.com/article/272/interviews-charles-cecil |archive-date=22 September 2012 }}</ref> |
||
The player |
The player has the option to choose between the classic and modern inventory, the former being in the fashion of the first two games, and the latter in the fashion of their 2009 and 2010 remakes. The player also has the option of switching the hint system or hotspot highlights on or off.<ref>{{cite web|author=Revolution Software |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/313168 |title=Last Minute Questions and Answers |publisher=Kickstarter |date=21 September 2013 |access-date=7 July 2013 |url-status=live |archive-url=https://web.archive.org/web/20130517175132/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/313168 |archive-date=17 May 2013 }}</ref> |
||
==Plot== |
==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 |
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 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 after hearing of its theft. 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 |
When Nicole and George compare notes, they discover that the claimed owner of la Maledicció is Russian businessman Roman Medovsky. 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 |
Upon finding the painting's provenance in Henri's office to be faked, George discovers Simeon murdered in the gallery and is forced to avoid the police. At the same time he and Nicole find Tiago has gone missing, questioning where he went. Seeking answers, the pair confront Henri's widow, Bijou Dubois, regarding 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. Returning to London to confront Hobbs at his studio, the pair find him dead, and the original hidden behind a painting in his room. Shortly after finding Hobbs had deduced a set of clues in the painting pointed to a castle in [[Catalonia]], Spain, the pair narrowly escape the studio after Langham sets it on fire, deducing he doesn't work for Interpol and may be involved with Gehnen. |
||
Travelling to Spain to solve the mystery of la Maledicció, the pair reunite with Tiago in the castle ruins, which he reveals to be his family's former home. Working alongside him and his daughter Eva, George and Nicole begin investigating the painting to decipher its secrets. They quickly discover it pointing to a map that leads to [[Montserrat (mountain)|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. |
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== |
==Development== |
||
===Origin=== |
===Origin=== |
||
[[File:Charles Cecile - DSC06505.jpg|thumb|left|upright|Revolution co-founder Charles Cecil, creator and director of the ''Broken Sword'' series|alt=A man in a white shirt]] |
[[File:Charles Cecile - DSC06505.jpg|thumb|left|upright|Revolution co-founder Charles Cecil, creator and director of the ''Broken Sword'' series|alt=A man in a white shirt]] |
||
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, ''[[Broken Sword: The Shadow of the Templars|The Shadow of the Templars]]'').<ref name=PocketGamer1>{{cite web|first=Kristan |last=Reed |date=27 August 2012 |url=http://www.pocketgamer.co.uk/news.asp?c=44436 |title=Charles Cecil on using Kickstarter to maintain creative freedom and make Broken Sword 5 bigger and better |work=[[Pocket Gamer]] |publisher=Steel Media |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20130630151348/http://www.pocketgamer.co.uk/news.asp?c=44436 |archive-date=30 June 2013 }}</ref><ref name=Looki.de>{{cite web|year=2012 |url=http://www.looki.de/broken_sword_the_serpents_curse_engl_spezial_a5433_1.html |title=Broken Sword: The Serpent's Curse (engl.) – Spezial |publisher=Looki.de |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20140130145559/http://www.looki.de/broken_sword_the_serpents_curse_engl_spezial_a5433_1.html |archive-date=30 January 2014 }}</ref> 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 |
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, ''[[Broken Sword: The Shadow of the Templars|The Shadow of the Templars]]'').<ref name=PocketGamer1>{{cite web|first=Kristan |last=Reed |date=27 August 2012 |url=http://www.pocketgamer.co.uk/news.asp?c=44436 |title=Charles Cecil on using Kickstarter to maintain creative freedom and make Broken Sword 5 bigger and better |work=[[Pocket Gamer]] |publisher=Steel Media |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20130630151348/http://www.pocketgamer.co.uk/news.asp?c=44436 |archive-date=30 June 2013 }}</ref><ref name=Looki.de>{{cite web|year=2012 |url=http://www.looki.de/broken_sword_the_serpents_curse_engl_spezial_a5433_1.html |title=Broken Sword: The Serpent's Curse (engl.) – Spezial |publisher=Looki.de |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20140130145559/http://www.looki.de/broken_sword_the_serpents_curse_engl_spezial_a5433_1.html |archive-date=30 January 2014 }}</ref> 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".<ref name=NowGamer>{{cite web|author=[[GamesTM]] |date=6 September 2012 |url=http://www.nowgamer.com/features/1575866/charles_cecil_interview_broken_sword_kickstarter_dan_brown.html |title=Charles Cecil Interview: Broken Sword, Kickstarter & Dan Brown |work=NowGamer |publisher=[[Imagine Publishing]] |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20121021142840/http://www.nowgamer.com/features/1575866/charles_cecil_interview_broken_sword_kickstarter_dan_brown.html |archive-date=21 October 2012 }}</ref> Cecil credited the decline to [[PlayStation]], which introduced a new audience of University age interested in visceral, 3D games.<ref name=GameSpotInterview/> As a result, publishers would rather pitch titles such as 3D shooters to retailers.<ref name=RedBull/> 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.<ref name=GameSpotInterview/> |
||
This meant the ''Broken Sword'' sequels ''[[Broken Sword: The Sleeping Dragon|The Sleeping Dragon]]'' (2003) and ''[[Broken Sword: The Angel of Death|The Angel of Death]]'' (2006) could be commissioned by publishers only by switching to 3D.<ref name=PocketGamer1/><ref name=Looki.de/> 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.<ref name=PocketGamer1/><ref name=Looki.de/><ref name=TechnoBuffalo>{{cite web|first=Ron |last=Duwell |date=29 October 2012 |url=http://www.technobuffalo.com/2012/10/29/interview-building-a-new-broken-sword-independently/ |title=Interview: Building a New Broken Sword Independently |publisher=TechnoBuffalo |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20131216162235/http://www.technobuffalo.com/2012/10/29/interview-building-a-new-broken-sword-independently/ |archive-date=16 December 2013 }}</ref><ref name=PocketGamer2>{{cite web|first=James |last=Nouch |date=17 September 2012 |url=http://www.pocketgamer.biz/news.asp?c=45017 |title=Revolution's Charles Cecil: Crowdfunding fuels creativity, but publishers still have their place |work=Pocket Gamer |publisher=Steel Media |access-date=29 June 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130630150729/http://www.pocketgamer.biz/news.asp?c=45017 |archive-date=30 June 2013 }}</ref><ref name=IncGamers>{{cite web|first=John |last=Robertson |date=31 August 2012 |url=http://www.incgamers.com/2012/08/broken-sword-the-serpents-curse-and-the-art-of-self-publishing-interview |title=Broken Sword: The Serpent's Curse and the Art of Self-Publishing (Interview) |publisher=IncGamers |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20130403190218/http://www.incgamers.com/2012/08/broken-sword-the-serpents-curse-and-the-art-of-self-publishing-interview/ |archive-date=3 April 2013 }}</ref> In this publishing model, the publisher took the financial risk,<ref name=RedBull/> benefiting from the game's success, while the developer didn't<ref name=PocketGamer2/> – after the publisher and the retailers took their cuts of the revenue, a modest 7 percent was assigned to the developer;<ref name=RedBull/><ref name=RockPaperShotgun2>{{cite web|first=John |last=Walker |author-link=John Walker (journalist) |date=30 August 2012 |url=http://www.rockpapershotgun.com/2012/08/30/charles-cecil-on-broken-sword-kickstarter-and-3d-models/ |title=Charles Cecil On Broken Sword, Kickstarter, & 3D Models |publisher=[[Rock, Paper, Shotgun]] |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20130522235940/http://www.rockpapershotgun.com/2012/08/30/charles-cecil-on-broken-sword-kickstarter-and-3d-models/ |archive-date=22 May 2013 }}</ref><ref name=ThisIsMyJoystick!>{{cite web|first=Ray |last=Willmott |date=6 September 2012 |url=http://thisismyjoystick.com/feature/an-interview-with-charles-cecil/ |title=An interview with Charles Cecil |publisher=This Is My Joystick! |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20120908060133/http://thisismyjoystick.com/feature/an-interview-with-charles-cecil/ |archive-date=8 September 2012 }}</ref> despite the ''Broken Sword'' series earning "hundreds of millions |
This meant the ''Broken Sword'' sequels ''[[Broken Sword: The Sleeping Dragon|The Sleeping Dragon]]'' (2003) and ''[[Broken Sword: The Angel of Death|The Angel of Death]]'' (2006) could be commissioned by publishers only by switching to 3D.<ref name=PocketGamer1/><ref name=Looki.de/> 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.<ref name=PocketGamer1/><ref name=Looki.de/><ref name=TechnoBuffalo>{{cite web|first=Ron |last=Duwell |date=29 October 2012 |url=http://www.technobuffalo.com/2012/10/29/interview-building-a-new-broken-sword-independently/ |title=Interview: Building a New Broken Sword Independently |publisher=TechnoBuffalo |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20131216162235/http://www.technobuffalo.com/2012/10/29/interview-building-a-new-broken-sword-independently/ |archive-date=16 December 2013 }}</ref><ref name=PocketGamer2>{{cite web|first=James |last=Nouch |date=17 September 2012 |url=http://www.pocketgamer.biz/news.asp?c=45017 |title=Revolution's Charles Cecil: Crowdfunding fuels creativity, but publishers still have their place |work=Pocket Gamer |publisher=Steel Media |access-date=29 June 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130630150729/http://www.pocketgamer.biz/news.asp?c=45017 |archive-date=30 June 2013 }}</ref><ref name=IncGamers>{{cite web|first=John |last=Robertson |date=31 August 2012 |url=http://www.incgamers.com/2012/08/broken-sword-the-serpents-curse-and-the-art-of-self-publishing-interview |title=Broken Sword: The Serpent's Curse and the Art of Self-Publishing (Interview) |publisher=IncGamers |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20130403190218/http://www.incgamers.com/2012/08/broken-sword-the-serpents-curse-and-the-art-of-self-publishing-interview/ |archive-date=3 April 2013 }}</ref> In this publishing model, the publisher took the financial risk,<ref name=RedBull/> benefiting from the game's success, while the developer didn't<ref name=PocketGamer2/> – after the publisher and the retailers took their cuts of the revenue, a modest 7 percent was assigned to the developer;<ref name=RedBull/><ref name=RockPaperShotgun2>{{cite web|first=John |last=Walker |author-link=John Walker (journalist) |date=30 August 2012 |url=http://www.rockpapershotgun.com/2012/08/30/charles-cecil-on-broken-sword-kickstarter-and-3d-models/ |title=Charles Cecil On Broken Sword, Kickstarter, & 3D Models |publisher=[[Rock, Paper, Shotgun]] |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20130522235940/http://www.rockpapershotgun.com/2012/08/30/charles-cecil-on-broken-sword-kickstarter-and-3d-models/ |archive-date=22 May 2013 }}</ref><ref name=ThisIsMyJoystick!>{{cite web|first=Ray |last=Willmott |date=6 September 2012 |url=http://thisismyjoystick.com/feature/an-interview-with-charles-cecil/ |title=An interview with Charles Cecil |publisher=This Is My Joystick! |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20120908060133/http://thisismyjoystick.com/feature/an-interview-with-charles-cecil/ |archive-date=8 September 2012 }}</ref> despite the ''Broken Sword'' series earning "hundreds of millions",<ref name=JustAdventure/> Revolution was, to quote Cecil, "developing very successful games at a loss".<ref name=RedBull/> |
||
However, when Apple contacted Revolution in 2009 to produce their games for the iOS,<ref name=RedBull/> 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,<ref name=ThisIsMyJoystick!/> and later on for PC and Mac on GoG.com, Steam and iTunes Store and for Android on Google Play;<ref name=JustAdventure/><ref name=AdventureCorner>{{cite web|date=7 October 2012 |url=http://www.adventurecorner.de/pages/505/interview-with-charles-cecil-english |title=Interview with Charles Cecil (english) |publisher=Adventure Corner |access-date=2 July 2012 |url-status=live |archive-url=https://web.archive.org/web/20121011021321/http://www.adventurecorner.de/pages/505/interview-with-charles-cecil-english |archive-date=11 October 2012 }}</ref> 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.<ref name=JustAdventure/><ref name=AdventureCorner/> The commercial performance of the ''Broken Sword I'' and ''II'' reimaginations were also considerably stronger than the series' 3D entries, particularly on handheld platforms: |
However, when Apple contacted Revolution in 2009 to produce their games for the iOS,<ref name=RedBull/> 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,<ref name=ThisIsMyJoystick!/> and later on for PC and Mac on GoG.com, Steam and iTunes Store and for Android on Google Play;<ref name=JustAdventure/><ref name=AdventureCorner>{{cite web|date=7 October 2012 |url=http://www.adventurecorner.de/pages/505/interview-with-charles-cecil-english |title=Interview with Charles Cecil (english) |publisher=Adventure Corner |access-date=2 July 2012 |url-status=live |archive-url=https://web.archive.org/web/20121011021321/http://www.adventurecorner.de/pages/505/interview-with-charles-cecil-english |archive-date=11 October 2012 }}</ref> 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.<ref name=JustAdventure/><ref name=AdventureCorner/> 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,<ref name=NowGamer/><ref name=PocketGamer2/><ref name=RockPaperShotgun2/> with downloads totaling five million through promotions, on the iOS in 2011 alone.<ref name=Looki.de/><ref name=TechnoBuffalo/><ref name=IncGamers/><ref name=RockPaperShotgun2/> Cecil credited Apple and digital distribution to saving indie developers such as Revolution, and reviving the adventure genre.<ref name=RedBull/><ref name=HookShotInc/> 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,<ref name=RockPaperShotgun2/> 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.<ref name=PocketGamer1/><ref name=AdventureCorner/> |
||
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.<ref name=HookShotInc>{{cite web |first=Keith |last=Stuart |date=14 February 2012 |url=http://www.hookshotinc.com/charles-cecil-how-app-store-saved-revolution-software/ |title=Charles Cecil: how App Store Saved Revolution Software |work=Hookshot Inc. |access-date=23 August 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120828172801/http://www.hookshotinc.com/charles-cecil-how-app-store-saved-revolution-software/ |archive-date=28 August 2012 }}</ref><ref name=EdgeJune14>{{cite |
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.<ref name=HookShotInc>{{cite web |first=Keith |last=Stuart |date=14 February 2012 |url=http://www.hookshotinc.com/charles-cecil-how-app-store-saved-revolution-software/ |title=Charles Cecil: how App Store Saved Revolution Software |work=Hookshot Inc. |access-date=23 August 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120828172801/http://www.hookshotinc.com/charles-cecil-how-app-store-saved-revolution-software/ |archive-date=28 August 2012 }}</ref><ref name=EdgeJune14>{{cite magazine|first=Lee |last=Hall |date=14 June 2012 |url=http://www.edge-online.com/news/revolution-software-unveil-broken-sword-5 |title=Revolution Software to unveil Broken Sword 5? |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future Publishing]] |access-date=23 August 2012 |url-status=live |archive-url=https://web.archive.org/web/20120805121115/http://www.edge-online.com/news/revolution-software-unveil-broken-sword-5 |archive-date=5 August 2012 }}</ref><ref name=EdgeFebruary14>{{cite web|first=Nathan |last=Brown |date=14 February 2012 |url=http://www.edge-online.com/news/charles-cecil-make-social-game |title=Charles Cecil to make a social game |work=Edge |publisher=Future Publishing |access-date=23 August 2012 |url-status=live |archive-url=https://web.archive.org/web/20120216115202/http://www.edge-online.com/news/charles-cecil-make-social-game |archive-date=16 February 2012 }}</ref><ref name=CheatMasters>{{cite web|author=David |url=http://www.cheatmasters.com/blog/2012/03/03/broken-sword-5-to-arrive-in-2012-editorial/ |title=Broken Sword 5 to Arrive in 2012? |work=Cheat Masters |date=3 March 2012 |access-date=17 June 2012 |url-status=live |archive-url=https://web.archive.org/web/20120417213200/http://www.cheatmasters.com/blog/2012/03/03/broken-sword-5-to-arrive-in-2012-editorial/ |archive-date=17 April 2012 }}</ref> Cecil didn't confirm the speculations though, but did confirm that they were working on a new [[High-definition video|high-definition]] title, which would return to Revolution's [[2D computer graphics|2D]] roots which was planned to be announced in July 2012.<ref name=EdgeJune14/> |
||
===Announcement, fundraising and release=== |
===Announcement, fundraising and release=== |
||
After a few delays, Revolution announced ''Broken Sword: The Serpent's Curse'' on 23 August 2012,<ref name=Kickstarter/> starting a [[Kickstarter]] project with a $400,000 goal.<ref name=Euro>{{cite web|first=Wesley |last=Yin-Poole |date=23 August 2012 |url=http://www.eurogamer.net/articles/2012-08-23-revolution-announces-broken-sword-5-kickstarter |title=Revolution announces Broken Sword 5 Kickstarter |work=[[Eurogamer]] |publisher=Eurogamer Network |access-date=23 August 2012 |url-status=live |archive-url=https://web.archive.org/web/20120825233547/http://www.eurogamer.net/articles/2012-08-23-revolution-announces-broken-sword-5-kickstarter |archive-date=25 August 2012 }}</ref> Until then, the production of the game had been self-funded and $500,000 had been spent.<ref name=GameSpotInterview>{{cite web|first=Mark |last=Walton |date=23 August 2012 |url=http://www.gamespot.com/features/charles-cecil-on-broken-sword-kickstarter-and-why-sony-has-a-lot-to-answer-for-6393115/ |title=Charles Cecil on Broken Sword, Kickstarter, and Why Sony Has A Lot To Answer For |work=[[GameSpot]] |publisher=[[CBS Interactive]] |access-date=23 August 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120827015401/http://www.gamespot.com/features/charles-cecil-on-broken-sword-kickstarter-and-why-sony-has-a-lot-to-answer-for-6393115/ |archive-date=27 August 2012 |df=dmy }}</ref> Despite interest of the "industry's biggest third party publisher |
After a few delays, Revolution announced ''Broken Sword: The Serpent's Curse'' on 23 August 2012,<ref name=Kickstarter/> starting a [[Kickstarter]] project with a $400,000 goal.<ref name=Euro>{{cite web|first=Wesley |last=Yin-Poole |date=23 August 2012 |url=http://www.eurogamer.net/articles/2012-08-23-revolution-announces-broken-sword-5-kickstarter |title=Revolution announces Broken Sword 5 Kickstarter |work=[[Eurogamer]] |publisher=Eurogamer Network |access-date=23 August 2012 |url-status=live |archive-url=https://web.archive.org/web/20120825233547/http://www.eurogamer.net/articles/2012-08-23-revolution-announces-broken-sword-5-kickstarter |archive-date=25 August 2012 }}</ref> Until then, the production of the game had been self-funded and $500,000 had been spent.<ref name=GameSpotInterview>{{cite web|first=Mark |last=Walton |date=23 August 2012 |url=http://www.gamespot.com/features/charles-cecil-on-broken-sword-kickstarter-and-why-sony-has-a-lot-to-answer-for-6393115/ |title=Charles Cecil on Broken Sword, Kickstarter, and Why Sony Has A Lot To Answer For |work=[[GameSpot]] |publisher=[[CBS Interactive]] |access-date=23 August 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120827015401/http://www.gamespot.com/features/charles-cecil-on-broken-sword-kickstarter-and-why-sony-has-a-lot-to-answer-for-6393115/ |archive-date=27 August 2012 |df=dmy }}</ref> 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.<ref name=EdgeNew>{{cite web|first=Lee |last=Hall |date=23 August 2012 |url=http://www.edge-online.com/news/biggest-thirdparty-publisher-wanted-broken-sword-5 |title="Biggest thirdparty publisher" wanted Broken Sword 5 |work=Edge |publisher=Future Publishing |access-date=23 August 2012 |url-status=live |archive-url=https://web.archive.org/web/20120824134028/http://www.edge-online.com/news/biggest-thirdparty-publisher-wanted-broken-sword-5 |archive-date=24 August 2012 }}</ref> Cecil has also noted that he still plans to work with publishers in the future for retail releases.<ref name=GameSpotInterview/> The game's Kickstarter goal was reached in the project's 13th day.<ref name=Joystiq>{{cite web |first=Sinan |last=Kubba |url=http://www.joystiq.com/2012/09/05/broken-sword-the-serpents-curse-kickstarter-funded-curse-stil/ |title=Broken Sword: The Serpent's Curse Kickstarter funded, curse still going strong |work=[[Joystiq]] |publisher=[[AOL]] |date=5 September 2012 |access-date=5 September 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120908053548/http://www.joystiq.com/2012/09/05/broken-sword-the-serpents-curse-kickstarter-funded-curse-stil |archive-date=8 September 2012 }}</ref> It was successfully funded on 22 September, raising $771,560 from 14,032 backers,<ref name=VG247>{{cite web|first=Brenna |last=Hillier |url=http://www.vg247.com/2012/09/24/broken-sword-kickstarter-falls-short-of-beneath-a-steel-sky-sequel/ |title=Broken Sword Kickstarter falls short of Beneath a Steel Sky sequel |work=[[VG247]] |publisher=Videogaming 247 Ltd |date=24 September 2012 |access-date=3 November 2012 |url-status=live |archive-url=https://web.archive.org/web/20121028132428/http://www.vg247.com/2012/09/24/broken-sword-kickstarter-falls-short-of-beneath-a-steel-sky-sequel/ |archive-date=28 October 2012 }}</ref> and a total of $823,232 counting 1,218 [[PayPal]] backers who raised $51,672.<ref name=VG247/><ref name=PP>{{cite web|url=http://revolution.co.uk/kickstarter/paypal |title=Kickstarter PayPal |publisher=Revolution Software |access-date=3 November 2012 |url-status=dead |archive-url=https://web.archive.org/web/20121105134453/http://revolution.co.uk/kickstarter/paypal |archive-date=5 November 2012 }}</ref> [[File:Tony Warriner.jpg|thumb|right|Revolution co-founder Tony Warriner, one of four ''Serpent's Curse'' programmers|alt=Man sitting at a computer desk]] |
||
The game has been released for [[Microsoft Windows|Windows]], [[Mac OS X]], [[Linux]], [[iOS]], [[Android (operating system)|Android]] and [[PlayStation Vita]], with a large possibility of a [[PlayStation Network]] and [[Xbox Live Marketplace]] release.<ref name=Kickstarter/><ref name=EdgeJune14/><ref name=Adventure-Treff2/> 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.<ref name=Adventure-Treff2/> Cecil has also noted that Revolution would have to publish the console versions through the format holders rather than self-publish.<ref name=RedBull>{{cite web|date=25 February 2013|url=http://www.redbull.co.uk/cs/Satellite/en_UK/Article/How-Broken-Sword-Beat-Dan-Brown-To-The-Da-Vinci-Code-021243320021783|title=How Broken Sword Beat Dan Brown To The Da Vinci Code|publisher=[[Red Bull]]|access-date=28 June 2013}}</ref> At the 2013 [[Gamescom]], Revolution released a teaser trailer for ''The Serpent's Curse'' and announced a [[PlayStation Vita]] release. |
The game has been released for [[Microsoft Windows|Windows]], [[Mac OS X]], [[Linux]], [[iOS]], [[Android (operating system)|Android]] and [[PlayStation Vita]], with a large possibility of a [[PlayStation Network]] and [[Xbox Live Marketplace]] release.<ref name=Kickstarter/><ref name=EdgeJune14/><ref name=Adventure-Treff2/> 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.<ref name=Adventure-Treff2/> Cecil has also noted that Revolution would have to publish the console versions through the format holders rather than self-publish.<ref name=RedBull>{{cite web|date=25 February 2013|url=http://www.redbull.co.uk/cs/Satellite/en_UK/Article/How-Broken-Sword-Beat-Dan-Brown-To-The-Da-Vinci-Code-021243320021783|title=How Broken Sword Beat Dan Brown To The Da Vinci Code|publisher=[[Red Bull]]|access-date=28 June 2013}}</ref> 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 |
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".<ref name=Adventure-Treff2>{{cite web|first=Charles |last=Cecil |date=23 August 2012 |url=https://www.youtube.com/watch?v=1qORk63pBDc |title=Broken Sword 5 – Interview with Charles Cecil (2/2) |work=Adventure-Treff |access-date=25 August 2012 |url-status=live |archive-url=https://web.archive.org/web/20160502054339/https://www.youtube.com/watch?v=1qORk63pBDc |archive-date=2 May 2016 }}</ref> |
||
In a [[GameSpot]] UK podcast |
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.<ref name=GameSpotPodcast>{{cite web|date=31 October 2012 |url=http://uk.gamespot.com/pages/features/ukpodcast/index.php?id=3358 |title=The GameSpot UK Podcast 31/10/12 |work=GameSpot |publisher=CBS Interactive |access-date=28 June 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130516034818/http://uk.gamespot.com/pages/features/ukpodcast/index.php?id=3358 |archive-date=16 May 2013 }}</ref> |
||
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.<ref>{{cite web|first=Hugh |last=Armitage |url=http://www.digitalspy.co.uk/gaming/news/a528890/broken-sword-the-serpents-curse-episode-one-release-announced.html |title='Broken Sword: The Serpent's Curse Episode One' release announced |work=[[Digital Spy]] |publisher=[[Hearst Corporation]] |date=5 November 2013 |access-date=30 November 2013 |url-status=live |archive-url=https://web.archive.org/web/20131108085457/http://www.digitalspy.co.uk/gaming/news/a528890/broken-sword-the-serpents-curse-episode-one-release-announced.html |archive-date=8 November 2013 }}</ref> 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''.<ref>{{cite web|first=Jeremy |last=Peel |url=http://www.pcgamesn.com/why-broken-sword-serpents-curse-has-been-split-two-its-not-weve-run-out-money |title=Why Broken Sword: The Serpent's Curse has been split into two; 'It's not that we've run out of money' |publisher=PCGamesN |date=5 November 2013 |access-date=28 November 2013 |url-status=live |archive-url=https://web.archive.org/web/20131216082044/http://www.pcgamesn.com/why-broken-sword-serpents-curse-has-been-split-two-its-not-weve-run-out-money |archive-date=16 December 2013 }}</ref> |
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.<ref>{{cite web|first=Hugh |last=Armitage |url=http://www.digitalspy.co.uk/gaming/news/a528890/broken-sword-the-serpents-curse-episode-one-release-announced.html |title='Broken Sword: The Serpent's Curse Episode One' release announced |work=[[Digital Spy]] |publisher=[[Hearst Corporation]] |date=5 November 2013 |access-date=30 November 2013 |url-status=live |archive-url=https://web.archive.org/web/20131108085457/http://www.digitalspy.co.uk/gaming/news/a528890/broken-sword-the-serpents-curse-episode-one-release-announced.html |archive-date=8 November 2013 }}</ref> 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''.<ref>{{cite web|first=Jeremy |last=Peel |url=http://www.pcgamesn.com/why-broken-sword-serpents-curse-has-been-split-two-its-not-weve-run-out-money |title=Why Broken Sword: The Serpent's Curse has been split into two; 'It's not that we've run out of money' |publisher=PCGamesN |date=5 November 2013 |access-date=28 November 2013 |url-status=live |archive-url=https://web.archive.org/web/20131216082044/http://www.pcgamesn.com/why-broken-sword-serpents-curse-has-been-split-two-its-not-weve-run-out-money |archive-date=16 December 2013 }}</ref> |
||
Line 69: | Line 68: | ||
===Technical design=== |
===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 |
''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".<ref name=KickstarterWarriner>{{cite web|author=Revolution Software |url=https://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/305400 |title=Mini Update: Meet The Team – Tony Warriner |publisher=Kickstarter |date=10 September 2012 |access-date=22 February 2014 |url-status=live |archive-url=https://web.archive.org/web/20131110081807/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/305400 |archive-date=10 November 2013 }}</ref> 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.<ref name=KickstarterJoost>{{cite web|author=Revolution Software |url=https://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/307066 |title=Mini Update: Meet The Team – Joost Peters |publisher=Kickstarter |date=12 September 2012 |access-date=22 February 2014 |url-status=live |archive-url=https://web.archive.org/web/20131217113009/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/307066 |archive-date=17 December 2013 }}</ref> Coder Peter Brooks had to implement features between various platforms and [[application programming interface]]s connectable to the game.<ref name=KickstarterBrooks>{{cite web|author=Revolution Software |url=https://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/310828 |title=Mini Update: Meet The Team – Peter Brooks |publisher=Kickstarter |date=18 September 2012 |access-date=22 February 2014 |url-status=live |archive-url=https://web.archive.org/web/20130528223229/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/310828 |archive-date=28 May 2013 }}</ref> Andrew Boskett, who previously worked on ''The Sleeping Dragon'', returned to program ''The Serpent's Curse''.<ref name=RevDevProgrammers>{{cite web|date=19 July 2013|first=Tony|last=Warriner|url=http://tonyrevdev.tumblr.com/post/55868626929/youve-said-that-there-are-4-programmers-for-this-game|title=You've said that there are 4 programmers for this game ...|work=Tony's Revolution Dev Blog|publisher=Tumblr|access-date=22 February 2014}}</ref> 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.<ref name=RevDevProgrammers/> |
||
===Creative design=== |
===Creative design=== |
||
====Artistic direction==== |
====Artistic direction==== |
||
With ''The Serpent's Curse'', ''Broken Sword'' returned to its 2D roots, in [[high-definition video|high-definition]] (HD). While the latter two ''Broken Sword'' entries had been generally well received by the series' fanbase,<ref name=NowGamer/><ref name=ThisIsMyJoystick!/> the move to 3D graphics was met with mixed reactions.<ref name=TechnoBuffalo/> 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 |
With ''The Serpent's Curse'', ''Broken Sword'' returned to its 2D roots, in [[high-definition video|high-definition]] (HD). While the latter two ''Broken Sword'' entries had been generally well received by the series' fanbase,<ref name=NowGamer/><ref name=ThisIsMyJoystick!/> the move to 3D graphics was met with mixed reactions.<ref name=TechnoBuffalo/> 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".<ref name=GameSpotInterview/> 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".<ref name=TechnoBuffalo/><ref name=IncGamers/><ref name=ThisIsMyJoystick!/><ref name=EdgeJune14/> |
||
Revolution sourced experienced layout artists that have worked for companies such as [[The Walt Disney Company|Disney]], [[DreamWorks Animation|DreamWorks]], [[Nickelodeon]], [[Universal Studios]], [[Aardman Animations|Aardman]], [[Sony Pictures Entertainment]] and [[20th Century Fox]],<ref name=Kickstarter/> including lead art director Tori "Cat" Davis, who has worked on acclaimed works such as animated films ''[[The Illusionist (2010 film)|The Illusionist]]'' (2010), ''[[Arthur Christmas]]'' (2011) and ''[[Frankenweenie (2012 film)|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.<ref name=KickstarterTori>{{cite web|author=Revolution Software |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/309542 |title=Mini Update: Meet The Team – Tori Davis |publisher=Kickstarter |date=16 September 2012 |access-date=18 September 2012 |url-status=live |archive-url=https://web.archive.org/web/20120919041812/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/309542 |archive-date=19 September 2012 }}</ref> 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.<ref name=KickstarterCraig>{{cite web|author=Revolution Software |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/308474 |title=Mini Update: Meet The Team – Craig Gardiner |publisher=Kickstarter |date=14 September 2012 |access-date=18 September 2012 |url-status=live |archive-url=https://web.archive.org/web/20120917135337/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/308474 |archive-date=17 September 2012 }}</ref> 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.<ref name=KickstarterTim>{{cite web|author=Revolution Software |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/304555 |title=Mini Update: Meet The Team – Tim Robins |publisher=Kickstarter |date=8 September 2012 |access-date=18 September 2012 |url-status=live |archive-url=https://web.archive.org/web/20120913060351/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/304555 |archive-date=13 September 2012 }}</ref> Backgrounds were traditionally hand-drawn and then colored in [[Adobe Photoshop|Photoshop]],<ref name=IncGamers/><ref name=RockPaperShotgun1/> while Robins usually worked in Photoshop and [[Adobe Illustrator|Illustrator]].<ref name=KickstarterTim/> |
Revolution sourced experienced layout artists that have worked for companies such as [[The Walt Disney Company|Disney]], [[DreamWorks Animation|DreamWorks]], [[Nickelodeon]], [[Universal Pictures|Universal Studios]], [[Aardman Animations|Aardman]], [[Sony Pictures Entertainment]] and [[20th Century Fox]],<ref name=Kickstarter/> including lead art director Tori "Cat" Davis, who has worked on acclaimed works such as animated films ''[[The Illusionist (2010 film)|The Illusionist]]'' (2010), ''[[Arthur Christmas]]'' (2011) and ''[[Frankenweenie (2012 film)|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.<ref name=KickstarterTori>{{cite web|author=Revolution Software |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/309542 |title=Mini Update: Meet The Team – Tori Davis |publisher=Kickstarter |date=16 September 2012 |access-date=18 September 2012 |url-status=live |archive-url=https://web.archive.org/web/20120919041812/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/309542 |archive-date=19 September 2012 }}</ref> 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.<ref name=KickstarterCraig>{{cite web|author=Revolution Software |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/308474 |title=Mini Update: Meet The Team – Craig Gardiner |publisher=Kickstarter |date=14 September 2012 |access-date=18 September 2012 |url-status=live |archive-url=https://web.archive.org/web/20120917135337/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/308474 |archive-date=17 September 2012 }}</ref> 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.<ref name=KickstarterTim>{{cite web|author=Revolution Software |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/304555 |title=Mini Update: Meet The Team – Tim Robins |publisher=Kickstarter |date=8 September 2012 |access-date=18 September 2012 |url-status=live |archive-url=https://web.archive.org/web/20120913060351/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/304555 |archive-date=13 September 2012 }}</ref> Backgrounds were traditionally hand-drawn and then colored in [[Adobe Photoshop|Photoshop]],<ref name=IncGamers/><ref name=RockPaperShotgun1/> while Robins usually worked in Photoshop and [[Adobe Illustrator|Illustrator]].<ref name=KickstarterTim/> |
||
While the return to 2D had been met with high praise,<ref name=NowGamer/><ref name=TechnoBuffalo/> the characters were modeled in 3D and then pre-rendered and saved in 2D sprites rather than being hand-drawn 2D sprites,<ref name=Kickstarter/> which was initially met with mixed reception from fans.<ref name=RockPaperShotgun1/> 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. |
While the return to 2D had been met with high praise,<ref name=NowGamer/><ref name=TechnoBuffalo/> the characters were modeled in 3D and then pre-rendered and saved in 2D sprites rather than being hand-drawn 2D sprites,<ref name=Kickstarter/> which was initially met with mixed reception from fans.<ref name=RockPaperShotgun1/> 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".<ref name=RockPaperShotgun1/> He also stated that 2D and 3D in HD brings the "best of every world".<ref name=TechnoBuffalo/> Technology written specifically to give the sprites a more "cartoony" look was written.<ref name=Diary1>{{cite web|first=Charles |last=Cecil |date=13 December 2012 |url=http://www.revolution.co.uk/news/2012/12/13/developer-diary-1/ |title=Developer Diary #1 |publisher=Revolution Software |access-date=12 July 2013 |url-status=live |archive-url=https://web.archive.org/web/20131001075921/http://revolution.co.uk/news/2012/12/13/developer-diary-1/ |archive-date=1 October 2013 }}</ref> |
||
[[File:France Paris Notre-Dame-Adam and Eve.jpg|150px|thumb|left|The game's storyline is based on the Gnostic Gospels' depiction of the Serpent as Lucifer, the bringer of light|alt=Statue of the (female) Serpent at the [[Notre Dame de Paris|Notre Dame Cathedral]] in Paris, France]] |
[[File:France Paris Notre-Dame-Adam and Eve.jpg|150px|thumb|left|The game's storyline is based on the Gnostic Gospels' depiction of the Serpent as Lucifer, the bringer of light|alt=Statue of the (female) Serpent at the [[Notre Dame de Paris|Notre Dame Cathedral]] in Paris, France]] |
||
====Historical background==== |
====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;<ref name=PocketGamer1/> 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 [[Broken Sword: The Shadow of the Templars#The Da Vinci Code|the game's fanbase and various media outlets even believing that Brown was inspired by ''Broken Sword'' when writing his novel]],<ref name=RedBull/> 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.<ref name=NowGamer/><ref name=ThisIsMyJoystick!/><ref name=RockPaperShotgun1>{{cite |
[[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;<ref name=PocketGamer1/> 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 [[Broken Sword: The Shadow of the Templars#The Da Vinci Code|the game's fanbase and various media outlets even believing that Brown was inspired by ''Broken Sword'' when writing his novel]],<ref name=RedBull/> 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.<ref name=NowGamer/><ref name=ThisIsMyJoystick!/><ref name=RockPaperShotgun1>{{cite news|first=John |last=Walker |date=29 August 2012 |url=http://www.rockpapershotgun.com/2012/08/29/charles-cecil-on-broken-sword-5-ancient-myths-movies/ |title=Charles Cecil On Broken Sword 5, Ancient Myths & Movies |website=[[Rock Paper Shotgun]] |access-date=3 July 2013 |url-status=live |archive-url=https://web.archive.org/web/20121113083230/http://www.rockpapershotgun.com/2012/08/29/charles-cecil-on-broken-sword-5-ancient-myths-movies/ |archive-date=13 November 2012 }}</ref> |
||
Cecil had since been fascinated by the [[Gnostic Gospels]]; in 1945, a local farmer near [[Nag Hammadi]], [[Upper Egypt]] [[Nag Hammadi library|discovered]] a clay casket with twelve leather-bound manuscripts that comprised fifty-two [[Gnosticism|Gnostic]] [[Gnostic texts|texts]]; one of the texts particularly caught Cecil's attention, the [[Testimony of Truth]], which tells the story of [[Genesis creation narrative|Genesis]] from a different perspective: From the perspective of a jealous [[God in Christianity|God]], the creator of man, and the [[Serpent (Bible)|Serpent]], [[Lucifer]], the bringer of light, who gives knowledge to man but is not once called the |
Cecil had since been fascinated by the [[Gnostic Gospels]]; in 1945, a local farmer near [[Nag Hammadi]], [[Upper Egypt]] [[Nag Hammadi library|discovered]] a clay casket with twelve leather-bound manuscripts that comprised fifty-two [[Gnosticism|Gnostic]] [[Gnostic texts|texts]]; one of the texts particularly caught Cecil's attention, the [[Testimony of Truth]], which tells the story of [[Genesis creation narrative|Genesis]] from a different perspective: From the perspective of a jealous [[God in Christianity|God]], the creator of man, and the [[Serpent (Bible)|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 [[Eastern Orthodox Church|Orthodox Church]]; the [[Catharism|Cathar]]s, 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]].<ref name=NowGamer/><ref name=PocketGamer1/><ref name=Looki.de/><ref name=ThisIsMyJoystick!/><ref name=RockPaperShotgun1/> |
||
Cecil was fascinated that a piece of Christian history with such importance hadn't yet been brought into public consciousness,<ref name=PocketGamer1/> 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,<ref name=Looki.de/><ref name=ThisIsMyJoystick!/><ref name=RockPaperShotgun1/> resonating the story to the present day.<ref name=NowGamer/> |
Cecil was fascinated that a piece of Christian history with such importance hadn't yet been brought into public consciousness,<ref name=PocketGamer1/> 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,<ref name=Looki.de/><ref name=ThisIsMyJoystick!/><ref name=RockPaperShotgun1/> resonating the story to the present day.<ref name=NowGamer/> |
||
====Audio==== |
====Audio==== |
||
The game was dubbed into German, French, Spanish, and Italian. Polish and Russian translations of the subtitles were made available as well.<ref name=Kickstarter/> [[Rolf Saxon]] returned to voice George Stobbart. Emma Tate |
The game was dubbed into German, French, Spanish, and Italian. Polish and Russian translations of the subtitles were made available as well.<ref name=Kickstarter/> [[Rolf Saxon]] returned to voice George Stobbart. Emma Tate voiced Nicole "Nico" Collard.<ref name="revolution.co.uk">{{cite web |url=http://revolution.co.uk/newsletter/view/cd710b7ece46760ec3ed53e57bf0cd37 |title=Broken Sword Developer Diary #5 |access-date=1 August 2013 |url-status=dead |archive-url=https://archive.today/20130801090429/http://revolution.co.uk/newsletter/view/cd710b7ece46760ec3ed53e57bf0cd37 |archive-date=1 August 2013 |df=dmy-all }}</ref> Other voice actors from earlier instalments of the series will also return.<ref name=Kickstarter/> 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.<ref name=Kickstarter/> Hazel Ellerby, who voiced Nicole "Nico" Collard in the original ''[[Broken Sword: The Shadow of the Templars]]'' and its [[Broken Sword: The Shadow of the Templars – Director's Cut|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.<ref name="revolution.co.uk"/> The voice recording took place in OMUK, a video game voice recording studio in London.<ref name=Diary4>{{cite web|first=Charles |last=Cecil |author-link=Charles Cecil |date=24 May 2013 |url=http://revolution.co.uk/news/2013/05/24/developer-diary-4/ |title=Developer Diary #4 |publisher=[[Revolution Software]] |access-date=28 June 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130913150708/https://revolution.co.uk/news/2013/05/24/developer-diary-4/ |archive-date=13 September 2013 }}</ref> ''The Shadow of the Templars'' and director's cut composer [[Barrington Pheloung]] returned as well.<ref name=JustAdventure/><ref>{{cite web|date=17 July 2013 |first=Tony |last=Warriner |url=http://tonyrevdev.tumblr.com/post/55695104299/barrington-composin-or-no |title=Barrington composin' or no? ;) |work=Tony's Revolution Dev Blog |publisher=Tumblr |access-date=17 July 2013 |url-status=live |archive-url=https://web.archive.org/web/20160304003359/http://tonyrevdev.tumblr.com/post/55695104299/barrington-composin-or-no |archive-date=4 March 2016 }}</ref> The soundtrack will be synthesized rather than orchestrated.<ref>{{cite web|date=3 September 2013|first=Tony|last=Warriner|url=http://tonyrevdev.tumblr.com/post/60171260980/will-the-soundtrack-be-fully-orchestrated-or|title=Will the soundtrack be fully orchestrated or synthesized?|work=Tony's Revolution Dev Blog|publisher=Tumblr|access-date=20 April 2014}}</ref> It also featured songs by [[Miles Gilderdale]], including "Jasmine" and "Strange Girl". |
||
===Kickstarter expansion and other additions=== |
===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''.<ref name=PocketGamer1/><ref name=AdventureCorner/> |
''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''.<ref name=PocketGamer1/><ref name=AdventureCorner/> 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.<ref name=AdventureCorner/><ref>{{cite web|author=Revolution Software |url=http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/317013 |title=Hurrah! The $800k Stretch Goal has been achieved! |publisher=Kickstarter |date=28 September 2012 |access-date=29 June 2013 |url-status=live |archive-url=https://web.archive.org/web/20131220192952/http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure/posts/317013 |archive-date=20 December 2013 }}</ref> 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== |
==Reception== |
||
===Episode 1=== |
===Episode 1=== |
||
{{Video game reviews |
{{Video game reviews |
||
| GR = 74%<ref name="GRPT1">{{cite web|url=http://www.gamerankings.com/pc/681042-broken-sword-5-the-serpents-curse-part-i/index.html |title=Broken Sword 5: The Serpents' Curse – Part I for PC |publisher=[[GameRankings]] |access-date=7 December 2013 |url-status=live |archive-url=https://web.archive.org/web/20140306030532/http://www.gamerankings.com/pc/681042-broken-sword-5-the-serpents-curse-part-i/index.html |archive-date=6 March 2014 }}</ref> |
| GR = 74%<ref name="GRPT1">{{cite web|url=http://www.gamerankings.com/pc/681042-broken-sword-5-the-serpents-curse-part-i/index.html |title=Broken Sword 5: The Serpents' Curse – Part I for PC |publisher=[[GameRankings]] |access-date=7 December 2013 |url-status=live |archive-url=https://web.archive.org/web/20140306030532/http://www.gamerankings.com/pc/681042-broken-sword-5-the-serpents-curse-part-i/index.html |archive-date=6 March 2014 }}</ref> |
||
| MC = (PC) 69/100<ref name="MCPT1">{{cite web|url= |
| MC = (PC) 69/100<ref name="MCPT1">{{cite web|url=https://www.metacritic.com/game/broken-sword-the-serpents-curse/critic-reviews/?platform=pc |title=Broken Sword 5: The Serpents' Curse – Part I for PC Reviews |website=[[Metacritic]] |access-date=7 December 2013 |url-status=live |archive-url=https://web.archive.org/web/20140227122925/http://www.metacritic.com/game/pc/broken-sword-5-the-serpents-curse---part-i |archive-date=27 February 2014 }}</ref><br />(PSV) 67/100<ref>{{cite web|url=https://www.metacritic.com/game/broken-sword-the-serpents-curse/critic-reviews/?platform=playstation-vita |title=Broken Sword 5: The Serpent's Curse for PlayStation Vita Reviews |website=Metacritic |access-date=20 September 2016 |url-status=live |archive-url=https://web.archive.org/web/20160930163027/http://www.metacritic.com/game/playstation-vita/broken-sword-5-the-serpents-curse |archive-date=30 September 2016 }}</ref> |
||
| Edge = 6/10<ref name=EdgeReview>{{cite magazine|url=http://www.edge-online.com/review/broken-sword-the-serpents-curse-episode-one-review/ |title=Broken Sword: The Serpent's Curse Episode One review |magazine=[[Edge (magazine)|Edge]] |date=9 December 2013 |access-date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20140227002713/http://www.edge-online.com/review/broken-sword-the-serpents-curse-episode-one-review/ |archive-date=27 February 2014 }}</ref> |
| Edge = 6/10<ref name=EdgeReview>{{cite magazine|url=http://www.edge-online.com/review/broken-sword-the-serpents-curse-episode-one-review/ |title=Broken Sword: The Serpent's Curse Episode One review |magazine=[[Edge (magazine)|Edge]] |date=9 December 2013 |access-date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20140227002713/http://www.edge-online.com/review/broken-sword-the-serpents-curse-episode-one-review/ |archive-date=27 February 2014 }}</ref> |
||
| GSpot = 8/10<ref name=GameSpotReview>{{cite web|last=Woolsey |first=Cameron |date=4 December 2013 |url=http://www.gamespot.com/reviews/broken-sword-5-the-serpent-s-curse-review/1900-6415597/ |title=Broken Sword 5: The Serpent's Curse Review |website=[[GameSpot]] |access-date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20140322004521/http://www.gamespot.com/reviews/broken-sword-5-the-serpent-s-curse-review/1900-6415597/ |archive-date=22 March 2014 }}</ref> |
| GSpot = 8/10<ref name=GameSpotReview>{{cite web|last=Woolsey |first=Cameron |date=4 December 2013 |url=http://www.gamespot.com/reviews/broken-sword-5-the-serpent-s-curse-review/1900-6415597/ |title=Broken Sword 5: The Serpent's Curse Review |website=[[GameSpot]] |access-date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20140322004521/http://www.gamespot.com/reviews/broken-sword-5-the-serpent-s-curse-review/1900-6415597/ |archive-date=22 March 2014 }}</ref> |
||
Line 114: | Line 111: | ||
| rev5Score = 6/10<ref name=IncGamersReview>{{cite web|last=McDonald |first=Tim |date=6 December 2013 |url=http://www.incgamers.com/2013/12/broken-sword-5-serpents-curse-episode-one-review |title=Broken Sword 5: The Serpent's Curse – Episode One Review |publisher=IncGamers.com |access-date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20140214164858/http://www.incgamers.com/2013/12/broken-sword-5-serpents-curse-episode-one-review |archive-date=14 February 2014 }}</ref> |
| rev5Score = 6/10<ref name=IncGamersReview>{{cite web|last=McDonald |first=Tim |date=6 December 2013 |url=http://www.incgamers.com/2013/12/broken-sword-5-serpents-curse-episode-one-review |title=Broken Sword 5: The Serpent's Curse – Episode One Review |publisher=IncGamers.com |access-date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20140214164858/http://www.incgamers.com/2013/12/broken-sword-5-serpents-curse-episode-one-review |archive-date=14 February 2014 }}</ref> |
||
| rev6 = [[Eurogamer|USgamer]] |
| rev6 = [[Eurogamer|USgamer]] |
||
| rev6Score = {{rating|4|5}}<ref name=USgamerReview>{{cite web|last=Davison |first=Pete |url=http://www.usgamer.net/articles/paris-in-the-spring-broken-sword-5-the-serpents-curse-part-1-pc-review |title=Paris in the Spring – Broken Sword 5: The Serpent's Curse (Part 1) PC Review |website=[[Eurogamer|USgamer]] |access-date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20140217063159/http://www.usgamer.net/articles/paris-in-the-spring-broken-sword-5-the-serpents-curse-part-1-pc-review |archive-date=17 February 2014 }}</ref> |
| rev6Score = {{rating|4|5}}<ref name=USgamerReview>{{cite web|last=Davison |first=Pete |url=http://www.usgamer.net/articles/paris-in-the-spring-broken-sword-5-the-serpents-curse-part-1-pc-review |title=Paris in the Spring – Broken Sword 5: The Serpent's Curse (Part 1) PC Review |website=[[Eurogamer|USgamer]] |date=11 December 2013 |access-date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20140217063159/http://www.usgamer.net/articles/paris-in-the-spring-broken-sword-5-the-serpents-curse-part-1-pc-review |archive-date=17 February 2014 }}</ref> |
||
}} |
}} |
||
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]]<ref name="GRPT1"/> and 69/100 on [[Metacritic]].<ref name="MCPT1"/> |
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]]<ref name="GRPT1"/> and 69/100 on [[Metacritic]].<ref name="MCPT1"/> |
||
The return of hand-drawn 2D backgrounds was met with high praise from reviewers. ''[[Edge (magazine)|Edge]]'' stated that Revolution "have maintained the peerless quality" of its "gorgeous |
The return of hand-drawn 2D backgrounds was met with high praise from reviewers. ''[[Edge (magazine)|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 |
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 [[Eurogamer|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 |
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 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. |
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 Sword''s, "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 |
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=== |
===Episode 2=== |
||
{{Video game reviews |
{{Video game reviews |
||
| GR = 74%<ref name="GRPT2">{{cite web|url=http://www.gamerankings.com/pc/784737-broken-sword-5-the-serpents-curse-part-ii/index.html |title=Broken Sword 5: The Serpents' Curse – Part I for PC |publisher=[[GameRankings]] |access-date=7 December 2013 |url-status=live |archive-url=https://web.archive.org/web/20140517132525/http://www.gamerankings.com/pc/784737-broken-sword-5-the-serpents-curse-part-ii/index.html |archive-date=17 May 2014 }}</ref> |
| GR = 74%<ref name="GRPT2">{{cite web|url=http://www.gamerankings.com/pc/784737-broken-sword-5-the-serpents-curse-part-ii/index.html |title=Broken Sword 5: The Serpents' Curse – Part I for PC |publisher=[[GameRankings]] |access-date=7 December 2013 |url-status=live |archive-url=https://web.archive.org/web/20140517132525/http://www.gamerankings.com/pc/784737-broken-sword-5-the-serpents-curse-part-ii/index.html |archive-date=17 May 2014 }}</ref> |
||
| MC = 72/100<ref name="MCPT2">{{cite web|url= |
| MC = 72/100<ref name="MCPT2">{{cite web|url=https://www.metacritic.com/game/broken-sword-5-the-serpents-curse-part-ii/critic-reviews/?platform=pc |title=Broken Sword 5: The Serpents' Curse – Part I for PC Reviews |website=[[Metacritic]] |access-date=7 December 2013 |url-status=live |archive-url=https://web.archive.org/web/20140428150950/http://www.metacritic.com/game/pc/broken-sword-5-the-serpents-curse---part-ii |archive-date=28 April 2014 }}</ref> |
||
| GSpot = 6/10<ref name=GameSpotReview2>{{cite web|last=Woolsey |first=Cameron |date=22 April 2014 |url=http://www.gamespot.com/reviews/broken-sword-5-the-serpent-s-curse-part-ii-review/1900-6415739/ |title=Broken Sword 5: The Serpent's Curse – Part II Review |website=[[GameSpot]] |access-date=24 April 2014 |url-status=live |archive-url=https://web.archive.org/web/20140430084634/http://www.gamespot.com/reviews/broken-sword-5-the-serpent-s-curse-part-ii-review/1900-6415739/ |archive-date=30 April 2014 }}</ref> |
| GSpot = 6/10<ref name=GameSpotReview2>{{cite web|last=Woolsey |first=Cameron |date=22 April 2014 |url=http://www.gamespot.com/reviews/broken-sword-5-the-serpent-s-curse-part-ii-review/1900-6415739/ |title=Broken Sword 5: The Serpent's Curse – Part II Review |website=[[GameSpot]] |access-date=24 April 2014 |url-status=live |archive-url=https://web.archive.org/web/20140430084634/http://www.gamespot.com/reviews/broken-sword-5-the-serpent-s-curse-part-ii-review/1900-6415739/ |archive-date=30 April 2014 }}</ref> |
||
| rev1 = ''Hardcore Gamer'' |
| rev1 = ''Hardcore Gamer'' |
||
Line 145: | Line 142: | ||
It received a score of 74% on [[GameRankings]]<ref name="GRPT2" /> and 72/100 on [[Metacritic]].<ref name="MCPT2" /> |
It received a score of 74% on [[GameRankings]]<ref name="GRPT2" /> and 72/100 on [[Metacritic]].<ref name="MCPT2" /> |
||
{{clear}} |
|||
==References== |
==References== |
||
Line 157: | Line 152: | ||
<ref name=EG_release>{{cite web|url=http://www.eurogamer.net/articles/2015-06-09-enhanced-broken-sword-5-for-ps4-xbox-one-this-summer |title=Enhanced Broken Sword 5 for PS4, Xbox One this summer |first=Robert |last=Purchese |work=[[Eurogamer]] |date=9 June 2015 |access-date=9 June 2015 |url-status=live |archive-url=https://web.archive.org/web/20150609184113/http://www.eurogamer.net/articles/2015-06-09-enhanced-broken-sword-5-for-ps4-xbox-one-this-summer |archive-date=9 June 2015 }}</ref> |
<ref name=EG_release>{{cite web|url=http://www.eurogamer.net/articles/2015-06-09-enhanced-broken-sword-5-for-ps4-xbox-one-this-summer |title=Enhanced Broken Sword 5 for PS4, Xbox One this summer |first=Robert |last=Purchese |work=[[Eurogamer]] |date=9 June 2015 |access-date=9 June 2015 |url-status=live |archive-url=https://web.archive.org/web/20150609184113/http://www.eurogamer.net/articles/2015-06-09-enhanced-broken-sword-5-for-ps4-xbox-one-this-summer |archive-date=9 June 2015 }}</ref> |
||
<ref name=EG_switch_release>{{cite web|url=https://www.eurogamer.net/articles/2018-08-04-broken-sword-5-announced-for-nintendo-switch |title=Broken Sword 5 announced for Nintendo Switch |first = Wesley |last=Yin-Poole |work=[[Eurogamer]] |date=4 August 2018 |access-date=4 August 2018 |url-status=live}}</ref> |
<ref name=EG_switch_release>{{cite web|url=https://www.eurogamer.net/articles/2018-08-04-broken-sword-5-announced-for-nintendo-switch |title=Broken Sword 5 announced for Nintendo Switch |first = Wesley |last=Yin-Poole |work=[[Eurogamer]] |date=4 August 2018 |access-date=4 August 2018 |url-status=live|archive-url=https://web.archive.org/web/20180804175932/https://www.eurogamer.net/articles/2018-08-04-broken-sword-5-announced-for-nintendo-switch |archive-date=4 August 2018 }}</ref> |
||
}} |
}} |
||
==External links== |
==External links== |
||
* [ |
* [https://revolution.co.uk/games_catalog/broken-sword-5/ ''Broken Sword: The Serpent's Curse''] at [[Revolution Software]] |
||
* [http://www.adventuregamers.com/games/view/22175 ''Broken Sword: The Serpent's Curse''] at [[Adventure Gamers]] |
* [http://www.adventuregamers.com/games/view/22175 ''Broken Sword: The Serpent's Curse''] at [[Adventure Gamers]] |
||
* [https://www.kickstarter.com/projects/revolutionsoftware/broken-sword-the-serpents-curse-adventure ''Broken Sword: The Serpent's Curse''] at [[Kickstarter]] |
* [https://www.kickstarter.com/projects/revolutionsoftware/broken-sword-the-serpents-curse-adventure ''Broken Sword: The Serpent's Curse''] at [[Kickstarter]] |
||
Line 182: | Line 177: | ||
[[Category:PlayStation Network games]] |
[[Category:PlayStation Network games]] |
||
[[Category:PlayStation Vita games]] |
[[Category:PlayStation Vita games]] |
||
[[Category:Apple TV games]] |
|||
[[Category:Point-and-click adventure games]] |
[[Category:Point-and-click adventure games]] |
||
[[Category:Single-player video games]] |
[[Category:Single-player video games]] |
||
[[Category:Video games set in |
[[Category:Video games set in Iraq]] |
||
[[Category:Video games set in London]] |
[[Category:Video games set in London]] |
||
[[Category:Video games set in Paris]] |
|||
[[Category:Video games set in Spain]] |
|||
[[Category:Video games developed in the United Kingdom]] |
[[Category:Video games developed in the United Kingdom]] |
||
[[Category:Windows games]] |
[[Category:Windows games]] |
Latest revision as of 11:59, 8 December 2024
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 |
Series | Broken Sword |
Engine | Virtual Theatre |
Platform(s) | Microsoft Windows, OS X, Linux, PlayStation Vita, Android, iOS, PlayStation 4, Xbox One, Nintendo Switch, tvOS |
Release | Episode 1 Episode 2
|
Genre(s) | Point-and-click adventure |
Mode(s) | Single-player |
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.
Overview
[edit]Gameplay
[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 guides protagonists George Stobbart and Nicole "Nico" Collard.[5] One of the new gameplay elements explored is the manipulation and combining of knowledge, so the player has 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 is 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 restart from right before the death scene, like in the 3D titles.[7]
The player has the option to choose between the classic and modern inventory, the former being in the fashion of the first two games, and the latter in the fashion of their 2009 and 2010 remakes. The player also has the option of switching the hint system or hotspot highlights on or off.[8]
Plot
[edit]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 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 after hearing of its theft. 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 claimed owner of la Maledicció is Russian businessman Roman Medovsky. 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 and is forced to avoid the police. At the same time he and Nicole find Tiago has gone missing, questioning where he went. Seeking answers, the pair confront Henri's widow, Bijou Dubois, regarding 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. Returning to London to confront Hobbs at his studio, the pair find him dead, and the original hidden behind a painting in his room. Shortly after finding Hobbs had deduced a set of clues in the painting pointed to a castle in Catalonia, Spain, the pair narrowly escape the studio after Langham sets it on fire, deducing he doesn't work for Interpol and may be involved with Gehnen.
Travelling to Spain to solve the mystery of la Maledicció, the pair reunite with Tiago in the castle ruins, which he reveals to be his family's former home. Working alongside him and his daughter Eva, George and Nicole begin investigating the painting to decipher its secrets. They quickly discover it pointing to a map that 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
[edit]Origin
[edit]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
[edit]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]
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]
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 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
[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
[edit]Episode 1
[edit]Aggregator | Score |
---|---|
GameRankings | 74%[50] |
Metacritic | (PC) 69/100[51] (PSV) 67/100[52] |
Publication | Score |
---|---|
Edge | 6/10[53] |
GameSpot | 8/10[54] |
Metro (UK) | 6/10[55] |
Hardcore Gamer | 4/5[56] |
Digital Spy | [57] |
Hooked Gamers | 8.5/10[58] |
IncGamers | 6/10[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 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
[edit]Aggregator | Score |
---|---|
GameRankings | 74%[61] |
Metacritic | 72/100[62] |
Publication | Score |
---|---|
GameSpot | 6/10[63] |
Hardcore Gamer | 4/5[64] |
IncGamers | 8/10[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 & 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, & 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 & 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.
- ^ Snædal, 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
[edit]- 2013 video games
- 2014 video games
- Android (operating system) games
- Broken Sword games
- Episodic video games
- IOS games
- Kickstarter-funded video games
- Crowdfunded video games
- Linux games
- MacOS games
- Nintendo Switch games
- PlayStation 4 games
- PlayStation Network games
- PlayStation Vita games
- Apple TV games
- Point-and-click adventure games
- Single-player video games
- Video games set in Iraq
- Video games set in London
- Video games set in Paris
- Video games set in Spain
- Video games developed in the United Kingdom
- Windows games
- Xbox One games