Broken Sword: The Sleeping Dragon review

The Good: A cinematic masterpiece of gorgeous cutscenes, splendid soundtrack, and an epic storyline; the general success of the evolutionary aspects suggests that maybe this really is the future of adventures.
The Bad: Puzzle design is outrageously awful; camera is a little too cut-happy; at 11-14 hours, it's not an especially long game, especially when 10-13 of those hours are spent pushing crates around.
Our Verdict: An unparalleled sucess at storytelling, and even the most stupefying crate puzzle can't overcome the ability to tell a great story.

The adventure genre has been begging for years for a game to come along that would bowl over mainstream critics and the general populace; a game that would dazzle the senses, challenge the mind, tell an emotionally compelling and perfectly-paced story, and reestablish the adventure genre as commercially viable, the way Baldur’s Gate did for the nearly-deceased PC RPG genre five years ago. When Revolution Software’s Charles Cecil, already with two to four (depending on who you ask) brilliant adventure games to his credit, merrily informed us that point & click adventures were dead and he was about to single-handedly redefine the future of the genre we love, the reaction was perfectly split: half loathing, including a misguided few who thought themselves important enough to lead a boycott against the treasonous designer, and the polar-opposite revolutionaries who had been praying for someone to turn adventure gaming on its ear and then back again, and were certain that Charles Cecil was the man for the job.

For a community often overeager to characterize itself as down-trodden and ignored by the mainstream, the idea that a game like this could be a big enough deal that even Joe Schmoe FPS-guy would give thought to purchasing it instantly shot the hype level to fever-pitch, and as early as six months before the game’s release there was no way to not have an opinion on Broken Sword: The Sleeping Dragon; you either awaited its Messianic coming with arms wide open, or you crouched scowling with flaming arrows in hand ready to hate its every innovative moment. If that sounds like over-the-top writing to you, you obviously weren’t participating in forum discussions about the game a couple months ago.

So, lo and behold, this harbinger of revolution has now arrived in playable form, and what do we find? Broken Sword 3 is a good game, a very good game, a great game in fact. It’s even an important game, a special game, a revolutionary game. It dazzles the senses at times, challenges the mind at others, establishes its characters as well as any game in years, and even tells a heck of a story that remains compelling and interesting all the way to the end. But it also comes with its share of flaws, and while setting the stage for a promising future, reminds us that there’s still a lot of room to grow.

I’m not even going to waste my virtual breath discussing whether the game is an adventure; if you don’t know that by now, you’re just not paying attention. There’s jumping and sneaking and climbing galore, but it’s all done in such a perfect adventure style that there is certainly no danger of the feared Tomb Raider comparisons. Direct character control, with excellent GamePad support (a must for any experienced console gamer) and full key-remapping ability, combine to provide a sense of interaction far superior to traditional point & click.

The characters of George Stobbart and Nicole Collard, cynical American lawyer turned intrepid explorer and lovably snobby French reporter, are already among the favorites in adventure gaming history, as a result of the generally excellent dialogue and intelligent character progression through the first two Broken Sword games. In this game, they are immortalized as a pair to rival Grace and Gabriel; the dialogue is the most consistently excellent of the series (which is quite a statement) and the interplay between the two characters is especially great, with lots of amusing romantic tension and the best character traits of the two being utilized to great effect, particularly George’s insecurity around other men.

The story itself is of grand proportion, not at all a step down from the globe-trotting epics of the two previous games. This time we’re hitting the Congo, Paris, Glastonbury, Prague, and even Montfaucon Square, the site of the café bombing where the original Broken Sword opened up. It was one of the greatest rushes of nostalgia to run around that area, rendered in gorgeous 3D, and to once again talk to the same construction guy from whom the sewer tool was taken lo those many years ago. What was striking about that scene, and many scenes in the game, was how incredibly faithful to the spirit and tone of the original game this game is. In the conversations, in the character animation, in the item descriptions, in the characters’ stubborn refusal to do things they’re not supposed to…we’ve seen many sequels that undergo massive technical makeovers and end up feeling like a cold copy of what made the series so great in the first place (King’s Quest VII and Simon 3D come to mind right away); here is a perfect example of how a game can evolve technically and still feel so perfectly nostalgic. (ed. note: I have since been informed by Revolution that Montfaucon Square is not actually where the café bombing took place...it only looks 100% like it in every way and has the same maintenance guy up the street...)

And a technical masterpiece, Broken Sword: The Sleeping Dragon is. The gorgeous cinematic introduction provides a breathtaking landscape for the story yet to unfold, and the frequent cutscenes certainly raise the bar for any seen in adventures to this date. Of special importance is the increased attention to detail in the character’s faces; there are important emotional moments late in the game when George’s facial expressions are extraordinarily life-like, able to tell the story without words. It’s quite a feat that adventures can now convey pain and regret without the use of dialogue.

Continued on the next page...

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Game Info

Broken Sword: The Sleeping Dragon

Platform:
PC, PlayStation 2, Xbox

Genre:
Mystery

Developer:
Revolution


Game Page »

Europe November 14 2003 THQ
United States November 14 2003 The Adventure Company

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Broken Sword: The Sleeping Dragon

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User Score

Average based on 42 ratings

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User Reviews

Posted by diego on Mar 7, 2014

"Pushing" its way to a more than decent game

Can’t shake the feeling that BS3 is King’s Quest 8 to a lesser extent - it’s not a “fan favorite”, it’s got action crates... Read the review »

Posted by Niclas on Aug 23, 2012
I actually just recently replayed this title to freshen up my memory before the release of BS5. Many people talk about BS3 lost track of it'... Read the review »

Posted by Jaremaing on Jun 18, 2012

Might be my favorite in the series, despite the crates

Some people may hate the switch from 2D to 3D, but you have to think realistically. At this point, adventure games were on life support. Do... Read the review »

Posted by emric on May 30, 2012

my favourite of the series, despite the switch to 3D environments

This Broken Sword series seems to just keep getting better. I much prefer hand-painted 2D background art, so i was feeling a bit nervous... Read the review »



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About the Author
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Evan Dickens
Staff Writer
Evan Dickens is the former editor-in-chief of Adventure Gamers. Now semi-retired, he meanders about on his front porch firing his slingshot at passing cars and griping about "the old days". Full Bio