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Syberia TWB definitely charts a new territory for the series, particularly in how it mostly drops the villains of Syberia 3, which honestly weren't very well liked to begin with. The fact that authorities raided the mine and were dismantling their network is as good an ending as any for me tbh. Bringing Hans back, returning to Syberia, revisiting the mercenaries, would honestly only cheapen the story imo if we do get a sequel. Nostalgia is never the way forward.
More than anything, the series is Kate's story. Syberia 3 and TWB together tell a story of Kate being lost, chasing moonbeams, jumping on any train she can find. By the end of this game she finally acknowledges she has been running away from things, and instead finds something to run towards in her grandmother.
I find it interesting that you mention this didn't feel like a Syberia game, while imo it's filled to the brim with the types of motifs, tropes, characters, scenes, mechanics, and ideas that are present in each of Benoit Sokal's games. It might even be my favorite version these motifs. Not just the automatons, Kate, Oscar, trains, and plenty other references to the previous games. It goes deeper than that with:
- The traveling, journey without a destination, and the spirit of adventure (even if somewhat more contained to the location of Vaghen, which allows for more depth)
- Transportation being a big deal with the tram, following in the footsteps of the Hydraflot, the Train, and the Krystal
- Sokal's love for tinkering with fantastical devices being more present than ever
- The European locale, interesting architecture, different languages, mingling with the locals, staying in a guest house, reading the brochures
- Reflecting on Kate's world before in New York through Olivia and Cantin, once again mostly by phone and written text
- Exploring the stories and history that shape the places we visit
- More primitive forms of humanity with the Gorun (similar to the Youkols and Ovo-volahos before)
- The nostalgia of the past, and encroaching modernization being a big recurring theme in all of these games
- Same with loss of identity, and rejecting the expectations of a more traditional life
And honestly so much more, but I don't want to make this response longer than it already is. Every second of this game screams Benoit Sokal to me. It's sad that he never got to see this game's release, but for me this the most well executed version of his vision. It captures everything present in previous entries in the series, without feeling like it just retreads the same ground.
That's also why their story didn't matter after both Kate and the Youkols left their country. That was the point after all. Get the Youkols across the border and they'd be safe. After Kate escapes, all that was left to do is shut them down, which she did through an anonymous tip.
It's honestly no worse than Ivan and Igor just kinda wanting ivory in Syberia 2 or Borodine in Syberia 1. These games don't tend to have the villains with the deepest motivations and that's fine imo.