Verfasst: 25. Januar
Broken Sword is a fantastic game, and the director's cut edition certainly attempts to improve upon it, but some of the attempts come over as rather half-♥♥♥♥♥ and not well thought of.
The game plays like a typical point & click adventure game. You search for objects and interaction points in the environment that the objects can interact with. Unfortunately, the object interaction is rather two-dimensional. Where monkey island used verbs (e.g., 'use X on Y', 'look at X', 'push X', 'pull X', 'talk to X', 'open X', 'close X', 'talk to X'), the interface of Broken Sword is very much simplified.
A left click performs the main action on a target, while a right click inspects the target. The main interaction is whatever the game deems you should do to the target. A door gets opened, a person gets spoken to, a button gets pushed. This removes a bunch of interactions, while streamlining the gaming process. Furthermore, it makes it very easy to just try out every object on every target if you are stuck. Five objects on 1 target result in 5 actions, yet 9 verbs for 5 objects on 1 target results in 45 actions, forcing you to think rather than just to try.
The gameplay in the DC edition has been further simplified. For instance, actions cannot lead to player death anymore. Instead, the character will inform you that what you're about to do is definitely not a good idea. Objects are highlighted on the screen, so they're very easy to find. While carefully examining the screen makes you think about what objects would be interesting to inspect, highlighting the objects removes this entirely. While it can be cumbersome, I personally feel it is part of the game and do not consider this an improvement. At the very least, this should have been an optional setting we could enable or disable.
Hints are certainly a good addition to the game. Nowadays with the easy access to walkthroughs, the temptation is too large to just ruin the game for yourself if you really get stuck (it keeps getting easier and easier to resort to a walkthrough). Hints will help you out, but still make you think. This is an excellent solution to the widespread availability of walkthroughs.
Talking to NPCs in the game is done by using avatars/player faces (or however you want to call it). I'm not a big fan of those, as I prefer the old method where text was displayed above the character in a distinct color. This is probably just nostalgia speaking, though, so I can hardly blame the devs for making this alteration.
The DC edition has more scenes than the original, and that's fantastic. Unfortunately, it seems not all of those scenes are voiced by the same characters and at the same audio quality. In some cases this is really noticable, even without a good set of headphones. The extra scenes are very welcome, though, especially if you are a big fan of the series. It just feels like the developer either did not know how to prevent inconsistencies with the content (e.g., different graphical styles that clash, and audio quality and voice differences) or approached it in a very half-♥♥♥♥♥ way.
While the game is worth the asking price, I'm drawn on whether I would recommend the director's cut edition or the original. The DC edition has the advantage of being on the steam platform and having extra content, but it also adds some aspects you simply cannot disable that diminish the gaming experience.
As a result I will recommend this game only because the original is not steam. It is a shame, though, that they did not allow you to switch between the original and the DC edition in the settings. In that case, the game would have gotten a more certain recommendation from me, and most of the criticism would be trivial.