Syberia II

Kate Walker a laissé derrière elle sa vie d'avocate à New York. Elle voyage maintenant à travers l'Europe à bord d'un train construit par Hans Voralberg, le vieux génie qui a conçu les automates. Hans est poursuivi par l'idée de trouver une île mystérieuse du nom de Syberia, où il pense pouvoir trouver des mammouths en vie. Mais le voyage est une fois encore parsemé d'embûches et d'énigmes dangereuses. Venez à bout de cette merveilleuse aventure dans les contrées mythiques de Syberia.

De plus, ils ont dû attendre près de deux ans pour avoir cette suite s'ils y ont joué au moment de leurs sorties respectives. The latter was shown to great panoramic effect in our demo when Kate walked along a path with a mountain range in the distance. She now has the opportunity to "live the dreams" of Hans, a childlike toy creator who will bring a very different character to everything that the player will be asked to do in the new game. Her character model has been gussied up with extra detail and new outfits for every world, including a parka for the frosty environments. Which is probably just the way Sokal wants it. Allez les porter au chaman. Le trio traversera le dernier bastion connu de la civilisation russe avant de se lancer dans le Passage du Grand Nord, qui les mènera jusqu'au Village Youkol, d'où ils tenteront d'atteindre la mythique Syberia Comment pouvait-elle un jour penser qu'elle serait dans ce train, elle, l'avocate new-yorkaise arrivée il y a quelques jours à Valadilène dans les Alpes françaises pour racheter une usine d'automates? Kate now leaves footprints in the snow as she trudges from one scene to another, trees blow in the wind, shadows play across the ground as clouds move in front of the sun, a light volumetric fog drifts across the top of the forest, dynamic reflections can be seen in icy water, directional water shows the current flowing in a realistic fashion, and background scenery moves at a different rate of speed than the foreground. Shadow and lighting effects are major new features. Microïds wants to keep much of the latter portion of the story a surprise, so the developers didn't get into specifics regarding the final two worlds. This wilderness corridor--which is also nearing completion, if the quality of the demo scenes we were shown is any indication--is set almost completely in the out-of-doors. About the only change from a technical standpoint is the decision to make DirectX 8.


Serieux pour Syberia II mariage femmes malgaches

Votre lecture du livre d'Alexis vous a appris qu'ils sont friands de saumons oranges tout comme Syberia II youkis, d'ailleurs. Her character model has been gussied up with extra detail and new outfits for every world, including a parka for the frosty environments. Obstacles will be more "concrete" now, which will provide an opportunity to Syberai off the Chains improvements and give players more of the action elements that the developers stressed at the beginning of our Syberia II. We'll have the same puzzle quality as we had in Syberia, though with many more dynamic elements that Sybeeria things more lifelike and exciting. Et vous, êtes-vous prêts à aller aussi loin? Né Syberiil est considéré aujourd'hui comme un des chefs de file de la bande dessinée européenne. Old and New Of course, visual elements only go so far. They did let us know that the Great North Passage would lead to Youkol Village, a small settlement that Hans has always wanted to visit, and that your final stop would be Syberia itself. Providing puzzles that can actually be solved without turning to an online walk-through is Sybeeia hallmark of Syberia that the design team is taking pains to preserve in its sequel. New visual effects are also Sybberia here. Mechanical horses, for instance, Syberia II be found on the Vacation Adventures: Cruise Director 6 of the tavern. Other characters have received similar attention. If your machine met the minimum requirements for Syberia, it will work just fine for the sequel, added lighting effects notwithstanding. Unlike so many of its recent predecessors, Syberia actually made sense.

Filed under:. Grefford says that a focus of the plot will be Kate's ongoing personal evolution as she further rejects the life of a corporate lawyer. While the game itself is being fully designed and programmed at Microïds' Montreal offices, the French novelist and artist Benoit Sokal perhaps best known for his Amerzone graphic novel, which was adapted into an adventure game in is overseeing the project from his studios in Paris. Kate now leaves footprints in the snow as she trudges from one scene to another, trees blow in the wind, shadows play across the ground as clouds move in front of the sun, a light volumetric fog drifts across the top of the forest, dynamic reflections can be seen in icy water, directional water shows the current flowing in a realistic fashion, and background scenery moves at a different rate of speed than the foreground. What's more, it wrapped those logical puzzles in a sleek package that featured an involving story and some of the most eccentric visuals seen in a mass-market American game since the very Euro-chic The Longest Journey arrived stateside in Outside, you see tall spires and imposing architecture. Plus que tout autre auteur, Benoît Sokal est intervenu à tous les niveaux de la création du jeu : réalisation, graphismes, dialogues According to project manager Marie-Sol Beaudry, the developers are moving the setting "steadily further north," so there will be more of an alpine flavor to everything. Si Hans veut réaliser son rêve, il devra compter sur son aide. Which is probably just the way Sokal wants it. Filed under:. Après avoir traversé l'Europe d'ouest en est à la recherche de celui que l'on présumait mort, Kate Walker retrouve enfin Hans Voralberg et lui fait signer les papiers de rachat de la fabrique d'automates Voralberg. The interface has also been left untouched, as Grefford wants those who played the first game to be able to seamlessly move into the follow-up without having to learn anything new.

C'est ce que tous croyaient. Despite the many technical enhancements, Microïds is holding the line on hardware. Tirez Sybreia la cloche en arrivant, mais Syberia II ne marche pas. Design team members keep in constant contact with Sokal, sharing ideas over the phone in lengthy conversations that take place almost Life Quest 2: Métropoville day. At present, Microïds expects to have the game in stores by early October.


Thank you for signing up for our newsletter! Shadow and lighting effects are major new features. The latter was shown to great panoramic effect in our demo when Kate walked along a path with a mountain range in the distance. Providing puzzles that can actually be solved without turning to an online walk-through is a hallmark of Syberia that the design team is taking pains to preserve in its sequel. In the monastery, you'll get panoramic views that show the arches of the building and peek in on things through an ornate grill. Quand vous tentez de ressortir de la maison, un ours vous barre la route. There will be some button and switch manipulation stuff, but not much because we don't want to take the player out of the well-integrated story. We were offered an exclusive first look at Syberia II and a chance to sit down with the project leads for a discussion about the upcoming game. According to project manager Marie-Sol Beaudry, the developers are moving the setting "steadily further north," so there will be more of an alpine flavor to everything. Microïds wants to keep much of the latter portion of the story a surprise, so the developers didn't get into specifics regarding the final two worlds. Stylish, surreal settings attracted the attention of casual gamers, and puzzle design that emphasized actual thinking over the frustrating "use everything in your inventory and see what happens" style of game brought a lot of lapsed adventure gamers back into the fold. Mission accomplie? The surreal aspects of Syberia should get more and more pronounced the closer that she gets to Hans' chosen destination.

Kate now leaves footprints in the snow as she trudges from one scene to another, trees blow in the wind, shadows play across the ground as clouds move in front of the sun, a light volumetric fog drifts across the top of the forest, dynamic reflections can be seen in icy water, directional water shows the current flowing in a realistic fashion, and background scenery moves at a different rate of speed than the foreground. They did let us know that the Great North Passage would lead to Youkol Village, a small settlement that Hans has always wanted to visit, and that your final stop would be Syberia itself. While the first game took Kate on a journey from her businesslike lifestyle in the USA into a steadily more surreal land populated by odd creatures like the C-3PO-like automaton Oscar, the new game takes place wholly in this strange new world. Layers of rust coat old scraps of metal and bridges, long shadows stretch away from almost every structure, and smoke can be seen rising over rooftops. Microïds wants to keep much of the latter portion of the story a surprise, so the developers didn't get into specifics regarding the final two worlds. This was never fully pulled off in Syberia, where Kate often seemed to be standing before static backgrounds that were unceremoniously dropped in behind her. Unlike so many of its recent predecessors, Syberia actually made sense. Mais plutôt reflet des rêves et de l'imagination sans limites d'un créateur qui aime les histoires, Benoît Sokal. Graphic detail has been cranked up everywhere, to the extent that some scenes look almost photo-realistic. Tirez sur la cloche en arrivant, mais cela ne marche pas. Inside, you're treated to high vaults and impressive real-time dynamic shadow effects. Quand vous tentez de ressortir de la maison, un ours vous barre la route. Obstacles will be more "concrete" now, which will provide an opportunity to show off the technical improvements and give players more of the action elements that the developers stressed at the beginning of our interview.

13 réflexions au sujet de « Syberia II »

  1. Gokasa

    As with the original Syberia, Sokal has written the script for the sequel and provided hundreds of concept sketches outlining his vision of everything from the "future gothic" architecture that made the first game so striking to the quirky facial features of the characters Kate and Hans will encounter during their expedition. She now has the opportunity to "live the dreams" of Hans, a childlike toy creator who will bring a very different character to everything that the player will be asked to do in the new game. We'll have the same puzzle quality as we had in Syberia, though with many more dynamic elements that make things more lifelike and exciting.

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  2. Zulugrel

    While the game itself is being fully designed and programmed at Microïds' Montreal offices, the French novelist and artist Benoit Sokal perhaps best known for his Amerzone graphic novel, which was adapted into an adventure game in is overseeing the project from his studios in Paris. Kate, Hans et Oscar sont en route vers Romansbourg, le premier des quatre nouveaux univers à explorer dans Syberia II. Son voyage l'a conduit à travers l'Europe, toujours plus à l'est, lui permettant de mieux comprendre la vie de Hans au fil de géniales inventions que ce dernier a laissé partout où il a séjourné. Graphic detail has been cranked up everywhere, to the extent that some scenes look almost photo-realistic.

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  3. Tashicage

    Perhaps in part because of this, Kate has received a makeover for Syberia II. La durée de vie du jeu est relativement courte, mais il ne tient qu'à nous de la rallonger en nous baladant parfois un peu en-dehors des chemins "utiles". Prettied Up for a New Adventure "We want to use these special effects to create more drama, to do things that are more cinematic," Grefford explained.

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  4. Grole

    There will also be more interaction with the environment, similar to what we did in the Komkolzgrad world in Syberia. Puzzles will consist of multiple steps, leading the player from point A to point B to point C in a logical order. Mais comment faire?

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  5. Shaktizilkree

    Le talent des développeurs de Microïds Québec et la vision de Sokal, qui a réalisé des roughs et des croquis de chaque élément, magnifient cette belle histoire de quête et de courage. Inside, you're treated to high vaults and impressive real-time dynamic shadow effects. Old and New Of course, visual elements only go so far.

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  6. Dourn

    Kate, Hans, and Oscar will also be directly opposed by some "unsavory characters," so that the developers have even more opportunity to create interesting puzzles that tie into the story. Perhaps in part because of this, Kate has received a makeover for Syberia II. The latter was shown to great panoramic effect in our demo when Kate walked along a path with a mountain range in the distance. If not for a rustic little fishing shack, the area could be a nature preserve.

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  7. Saramar

    Microïds wants to keep much of the latter portion of the story a surprise, so the developers didn't get into specifics regarding the final two worlds. Comment pouvait-elle un jour penser qu'elle serait dans ce train, elle, l'avocate new-yorkaise arrivée il y a quelques jours à Valadilène dans les Alpes françaises pour racheter une usine d'automates? She now has the opportunity to "live the dreams" of Hans, a childlike toy creator who will bring a very different character to everything that the player will be asked to do in the new game.

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  8. Misho

    J'avais commencé à jouer au second il y a quelques mois, avant d'être arrêté devant un obstacle semble t-il infranchissable. No such changes will be noticed by gamers concerned about system requirements. Perhaps in part because of this, Kate has received a makeover for Syberia II. We were offered an exclusive first look at Syberia II and a chance to sit down with the project leads for a discussion about the upcoming game.

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  9. Bakazahn

    At present, Microïds expects to have the game in stores by early October. Les "sorties" sont indiquées également, mais il faut parfois déplacer le cadrage pour les trouver. Situated high above the city, this massive structure recalls the majesty of Europe's gothic cathedrals within and without.

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  10. Nit

    While Grefford freely admits that he and his design team "aren't making Doom III," they have put together some impressive special effects with lighting. Mechanical horses, for instance, can be found on the stage of the tavern. Graphic detail has been cranked up everywhere, to the extent that some scenes look almost photo-realistic. Two sinister-looking types who will stalk the trio's every move have the bushy eyebrows and bulbous noses of comic-book villains, while a polar-bear-like cub Kate meets in the Great North Passage has the kind of huge eyes you might expect from a Disney character.

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  11. Shaktikus

    No arcade elements or anything like that, but we've made the story more dynamic with more exciting things happening to Kate. Détrompez-vous Kate Walker revient, toujours aussi déterminée, dans une aventure encore plus passionnante et plus intense que jamais. Kate, Hans, and Oscar get underway in a train heading from Aralbad, the last area explored in the original Syberia, to the Russian city of Romansbourg. Plus que tout autre auteur, Benoît Sokal est intervenu à tous les niveaux de la création du jeu : réalisation, graphismes, dialogues This was never fully pulled off in Syberia, where Kate often seemed to be standing before static backgrounds that were unceremoniously dropped in behind her.

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  12. Fenrishakar

    Politique, Sybéria 2? She now has the opportunity to "live the dreams" of Hans, a childlike toy creator who will bring a very different character to everything that the player will be asked to do in the new game. These forest scenes are packed with snowdrifts and icy mountain streams, and there's a great deal of variety between locations. Le pope bloque le chemin normal de sortie, et vous dit que Hans ne partira que dans un cercueil.

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  13. Sazragore

    Que faire? Oui, on est heureux de retrouver l'intrépide et sensible Kate dans ce train, qui l'emporte, en compagnie de Hans, malade, et de l'automate Oscar, vers les étendues glacées, vers l'est et le nord. Né en , il est considéré aujourd'hui comme un des chefs de file de la bande dessinée européenne.

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