TearJerker VideoGame YMMV main index Narrative
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![]() Mammoths feature heavily in this game. Kate Walker, a lawyer working for an American toy company, comes to a remote French village of Valadilene to finalize the purchase of the local "toy factory". Very soon, however, she discovers that the owner of the factory, Anna Voralberg, has recently passed away but there is an heir: Anna's long-lost little brother Hans. She also learns that the factory didn't produce "toys"—but instead, "automatons", Ridiculously Human Clockwork Creatures imbued with a soul by their inventor... who just happens to be none other than Hans Voralberg himself. Both intrigued by Hans' persona and determined to finish the deal, Kate embarks on a surrealistic journey through all the failed utopias of Europe in pursuit of the elusive craftsman, whose lifetime goal is to reach Syberia, a mysterious island in the Russian Arctic where mammoths are still rumored to exist...Syberia (not to be confused with that cold, unfriendly place in Soviet Russia called Siberia) is a Clock Punk Adventure Game duology, developed by Microids, designed by Benoit Sokal, and written by Catherine Peyrot. Originally planned as a single game, it was split in two due to Executive Meddling, with Syberia being released in 2002 and Syberia II, in 2004. The original game became an epic Flame Bait immediately after the release: while the hardcore, long-time adventure gamers panned it for a simple story and primitive puzzles, the newer generation (many of them introduced to the genre through Syberia in the first place) universally admired its artwork and atmosphere, considering it a Spiritual Successor to The Longest Journey classic. When the second game came about, most players who expected a repetition of the Syberia wonder were disappointed, for the original atmosphere has been lost in development, which many attributed to Sokal's lack of involvement with it.Microids recently announcedThis series offers examples of:
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