Broken
Sword 2 -
The Smoking Mirror
Releasedatum: 1997
Developer: Revolution Software
Publisher original version: Virgin
Publisher trilogy 03/2008: CDV
Game language: German
Homepage
Boxshots
USK: 12 years and up
A review by Jehane April 1st 2009
After the sweeping success of "Broken Sword: Shadow of the
Templars" one thing was for sure: A sequel was needed. This sequel was able to pull
off something that is not to be taken for granted: Its almost as popular as its
predecessor; there are even adventure fans who claim that Broken Sword 2 is the best game
in the series. The sequel is included in the same XP-box that was reason enough for us to
review the original game.
Installing the game, technical stuff, appearance
If you own the original game coming on 2 CDs, youre quite
lucky: Unlike the first Broken Sword game, the sequel can be installed and played using
WindowsXP without having to fiddle with configurations, and without using ScummVM at all.
If you want to be dead sure, you can of course grab the box including the first three
games which also includes an XP-compatible version of Broken Sword 2. Additionally,
youll need ScummVM which is launched automatically when doubleclicking on the
games icon. The obvious advantage with this version: You wont have to change
CDs during playing, and you can play without inserting the DVD into the DVD-Rom-drive.
The high quality of this game classic becomes obvious when it comes
to technical stuff: BS2 runs smoothly and without problems even on modern systems; it even
is alt-tab-friendly. The re-release, however, has some sound issues, manifesting
occasionally in unattractive hissing noises. The 2CD-version, on the other hand, might
crash at some point; Id advise saving the game frequently and use compatibility mode
just in case.
Both the two CDs and the DVD come in a plain DVD-case, the manual is
a .pdf-file on CD/DVD. However, handling the game is, again, very intuitive so you
wont hardly need the manual.
Gods, pirates, and a lot of suspense the story
As part 1 of the series, part 2 is based on historical resp.
religious facts that I will explain below.
After having been seperated for almost half a year, George and Nico
meet again George had to leave Nico due to a cause of death in his family but he
obviously still feels emotionally connected to her. The smart French journalist is already
working on another explosive story she wants to nail down some drug dealers and
find out about a mysterious stone made from obsidian. In order to get some information,
the dynamic duo sets out for Professor Oubiers house where the story is kicked off:
Nico is being kidnapped during the spectacular opening sequence while George is being tied
up and left in a locked, burning room, facing a poisonous spider. The fast-paced opening
sequence is interrupted by images of a gruesome human sacrifice taking place in front of
an old Mayan pyramide the attentive player will instantly know that both events
will be tied up during the course of the game, the Mayans thus replacing the Knights
Templar. And of course, our heroes once again will have to save the world from certain
destruction. This time, Nico also gets a part to play in saving the world, a decision I
really liked about this game because I think Nico is just cool and, with her dry humour
and sarcasm, she acts as a wonderful counterbalance to Georges quick tongue.
To save the world, our heroes have to split up. While George meets
some pirates deep in the caribbean as well as some really bad actors, Nico snoops around
wet and cold London, doing some research there. The game thus has two storylines that are
tied up later. Unfortunately, dramaturgy suffers a lot as soon as George resp. Nico
have solved their missions, theyre catapulted back to a previous location to set off
on their next task. What happens in between, you need to figure out yourself not a
big deal, really, but some cutscenes would have been nice nevertheless.
The main theme of the game revolves around the already mentioned
piece of obsidian and a myth linked to it; the myth is closely linked to the God
Tezcatlipoca. According to the myth, Tezcatlipoca was locked up in a mirror in order to
prevent him from bringing death and destruction upon the world. Three pieces of obsidian
serve as "watchers" and have to be reinstalled in time otherwise
Tezcatlipoca, aided by a total eclipse and a human sacrifice, might escape and walk the
earth once more...
Tezcatlipoca was the God of Night and Matter; he was worshipped by
the Aztecs, not the Mayans as the game wants us to believe. As far as I could find out, he
wasnt the God of Death. The games subtitle, "The Smoking Mirror", is
not an invention the developers came up with the dark God actually did have the
sobriquet "Smoking Mirror" because he was depicted holding a mirror in his hand.
This mirror emitted smoke, thus killing the Gods enemies. Also, Tezcatlipoca was
enabled to take a look at the future and peek into peoples hearts using the mirror.
Additional attributes: a gown made of jaguar skin and a ceremonial knife made of obsidian.
One of the chief ceremonies honouring Tezcatlipoca consisted of sacrificing a male youth
symbolising the deity; the heart was cut from his body while still beating a scene
we can witness in the opening sequence of BS2. Everything else is made up. Theres no
old legend accounting for Tezcatlipocas desire to destroy the world; also, there are
no three stones made from obsidian keeping him in check. However, there was a God of this
name worshipped by people but Aztecs, not Mayans -, there were human sacrifices,
and according to myth, he created the world in an effort of teamwork with the God
Quetzalcoatl. These few facts are enough for the developers to create an exciting game
that lets us travel around the world, solving mystery after mystery. Its just a
shame that the ending sequence is very short, very unsatisfying; other than that, the
story is almost as good as the story of BS1.
Again, the developers have done some accurate research which is
shown in a number of details, e.g. names. There is, for example, a pirate called Ketch
George follows his tracks in the caribbean -, "Ketch" being a technical
term for a ship with two masts. The name Oubier, on the other hand, is French for a
certain species of hawks; also, the name of the Southamerican general is not without
meaning: "Grasiento" means greasy or oily a perfect choice, given the
generals character. Glease, the owner of the small art gallery in Paris, also has
"talking name": "glease" comes from the language of the Chinook, a
native American tribe, and means "grease" or "oil" a very
fitting name indeed. Additionally, the developers have included some easter eggs as well
as a lot of references to part 1.
Handling and Inventory
The handling via point-and-click hasnt been changed much
waving hands indicate we can go to or exit a place, a doubleclick on the exit
speeding things up a bit; the mouth is again used for talking to other characters. Using
the grabbing hand, Nico and George can pick up items. A new feature is are the crosshairs
that is used for looking at items, for combining items or for using something. Pressing
the right mouse button enables you to take a closer look at things and will provide you
with additional information.
Once again, freedom of movement is rather limited; George and Nico
can only go to places that are relevant. Theres no map like there used to be in part
1; instead, small icons popping up in the lower part of the screen indicate that you can
go to another place. A simple click will take you from Oubiers house to the
Gleases art gallery or Montfaucon. Travelling is a lot less trouble than it used to
be if theres need to enter a plane and go somewhere else, George and Nico
will do so automatically as soon as they have concluded all their research in the current
location.
The inventory can be found on the lower part of the screen and is
opened by moving the mouse cursor over this part of the screen. Using the right mouse
button enables you to take a closer look at the items you have stuffed into your pockets
a feature I strongly advise you to use as often as possible because sometimes
theres more to that item than meets the eye. Inventory items can be combined with
each other and items in the scenery; they can also be given to other persons. Again, there
are some items youll keep until the end without ever having to use them. Whenever
you use an inventory item with something in the surroundings, the item will stick to the
cursor until placed properly. This also works with other inventory items and other
characters.
The upper part of the screen hosts the main menu which consists of
various icons: To the left theres the options menu; here you can switch on/off
descriptions of objects resp. subtitles. Also, you can fool around with graphics and sound
a bit. The windows icon is used for leaving the game and returning to desktop; a disc icon
with an arrow is for saving, another disc icon with two arrows is for loading the game.
Last but not least theres a twisted arrow which allows you to interrupt an action
and return to the game.
Graphics and Sound
The games world, again completely in 2D, is as gorgeous and
detailled as in the predecessor. Again you can visit lots of locations that are
beautifully embellished; and of course theres a lot to discover. This time, the
adventure takes you from Paris to Marseille as far as Latin America and London. Each
location has been provided with a unique ambience and equally memorable characters. Some
characters youll remember from part 1; you also get to revisit Montfaucon, also
known from part 1.
The look, though a little outdated, is very colourful without being
clownish; the scenery becomes gloomy whenever necessary. At no point in the game is
atmosphere lost, quite on the contrary: You really feel lost in the jungle; the old Mayan
temple feels creepy while a sunny beach in the caribbean makes you want to spend your
holidays there.
Cutscenes, also in 2D, can look slightly blurred on modern systems;
other than that, theyre of the same high quality as the rest of the game. As in part
1, characters easily blend in with the beautiful backgrounds to cut it short,
everything works out nicely as before and its just great fun to accompany George and
Nico on their adventure, meet old acquaintances and explore new locations.
The catchy main theme from Shadow of the Templars has been used for
the sequel as well, though slightly modified. Various themes that fit the various
locations enhance the atmosphere and make for unmistakable Broken Sword feeling. Wherever
necessary, background noises make for additional depth. For example, at the beach
youll hear birds twitter whereas at the old abandoned metro station in London,
trains will rush by, in Quaramonte a goat bleats and so forth.
"Never change a running system" may have been the thought
behind using the same actors as in part 1. Once again, Alexander Schottky does a wonderful
job as Georges German voice. Franziska Pigulla as Nico has more dialogue than in
part 1 and does a great job as well. Keeping the well-known voices for the main characters
but also for some of the minor characters was an excellent decision it generates a
feeling of coming home resp. meeting old friends after a long time. All actors do an
amazing job and bring life to their characters a little girl in the Caribbean
sounds as annoying as her character is supposed to be, gallery owner Glease is your
stereotypical arrogant Brit, the Indios talk with an accent, Lobineau is the same old
boring square he was in the first game while Pearl Henderson keeps chattering away without
a pause and without any respect for her fellow human beings. To cut it short, thanks to
the excellent actors, each character in BS2 comes to life and stays with the player long
after the game has been finished.
Puzzles and Tasks
A broad variety, diversity, and medium difficulty are typical for
the puzzles in Broken Sword 2: The Smoking Mirror. Only a maze really got to me and
annoyed the hell out of me probably due to the fact that I hate mazes in general
because my sense of orientation is pretty weak to begin with when it comes to finding your
way through an elaborate system of aisles or, as in this case, the jungle. The good news
on this maze is: You can bypass it if you act quickyl when reaching a certain point in the
game; I dont want to spoil this for you so thats all Im going to say
about it.
Puzzles and tasks can be divided into various categories. First, you
have numerous dialogues and conversations that you need to click through in order to
extract information. Then there are inventory-based puzzles you have to combine
inventory items, give/show them to another character oder combine an item with another
item nearby. As in the predecessor, this type of puzzle clearly dominates the game.
Another puzzle demands that you match various symbols at first glance, this puzzle
might look a little weird and confusing but its really very logical and not very
hard to solve.
Youll also encounter some situations in which you have to be
very fast; its your dexterity thats being called upon here. Also, youll
have to distract other characters and pull the occasional lever.
Freedom of movement is even more restricted than in Shadow of the
Templars you can leave a location only if you have solved all puzzles and concluded
all tasks. Each location offers only a limited amount of places you can visit; thanks to
this limitation theres no real danger that youll miss a hotspot. Talking of
hotspots: Their number has slightly decreased; while you were able to explore a lot in
Shadow of the Templars you could even interact with hotspots that were not relevant
at all -, most hotspots youll find in The Smoking Mirror are relevant for the game.
There are no dead ends in the game; however, there are some quite
dangerous scenes if youre not careful, your character might die. Usually
youll figure out pretty quickly when danger is afoot; you should save your game then
and reduce the risk of surprises a la "Sorry, youre dead, replay the whole
chapter". Whenever your character dies, its definitely the result of
carelessness and/or slowness in dangerous situations, you have to be quick both in
mind and with the mouse.
"Stobbart with two Bs and two Ts"
the conversations
Numerous dialogues are typical for Broken Sword 2 without
extensive chattering, you wont get far. Topics for conversations are shown in the
lower part of the screen, including inventory items that might make good topics for a
dialogue you wont have to use every single inventory item in an conversation,
the game selects the ones that are necessary/helpful. Some topics shouldnt be
mentionend when talking to certain characters this might lead to an, uhm, unhealthy
ending. Occasionally, youll have to decide whether your character should tell the
truth or lie two hand icons, one with the thumb up, the other one with the thumb
down, wait for you to make your choice. As in the predecessor, truth or lie decide how
much information youll get from another character. By the way: You dont have
to click through all the dialogue in order to finish the game I noticed this on my
third replay of the game.
Humour, esprit, and verve are characteristic for the conversations.
The typical humour surfaces in Georges witty remarks even in tough situations. While
George still is a bit of a jester, Nico is rather serious and sarcastic; dialogues are a
wonderful means of bringing the characters to life. Theyre also full of allusions to
20th-century-culture, be it movies, students lifes, literature, or superheroes
everything is being used and commented on. And all the time the conversations never
feel overblown.
Summary
Broken Sword 2 The Smoking Mirror is a worthy successor to
Shadow of the Templars even though the game is not equally good. Although the developers
put a lot of effort into the story, sometimes the excitement is missing; at points, the
story feels a little as if the scriptwriters have made a bit much of an effort. The
unspectacular ending degrades the player to an on-looker; after 20-25 hours, youll
see the credits rolling, if youre more experienced, youll finish the game
quicker even though some puzzles can really keep you on the go. All puzzles are a logical
part of the story, the difficulty level is a little below Shadow of the Templars and can
be described as medium.
Optically and acoustically, everything has been done right. Even
though the graphics are outdated, the look and style of the game, in combination with the
excellent actors lending their voices to the characters, displays a lot of charme, flair
and atmosphere, thus inviting the player to replay the game over and over again. Sound
quality is a little instable at times; this is, however, an exception and thus not really
bothering the player. The game deserves additional points due to the fact that it plays
nicely on modern computers; if you use the version with 2 CDs, you may encounter an
occasional crash whereas the XP-version displays no technical problems at all. By the way:
Savegames are not compatible with each other, meaning you cannot use savegames from the
original version with the XP-version.
All in all, the sequel doesnt quite live up to the original
games quality; however, it should definitely be part of any serious adventure
collection.
Rating:
87%
Adventure-Archiv rating system:
- 80% - 100% excellent game, very recommendable
- 70% - 79% good game, recommendable
- 60% - 69% satisfactory, restricted recommendable
- 50% - 59% sufficient (not very recommendable)
- 40% - 49% rather deficient (not to be recommended -
for hardcore-adventure-freaks and collectors only)
- 0% - 39% worst (don't put your fingers
on it)
Minimal System requirements 2CD-Version:
- Windows 95/87/ME/XP
- Pentium 90 or higher, at least 486,66 Mhz
- 8 MB RAM (recommended: 16 MB Ram)
- 2 MB DirectX 5.0 compatible SVGA-graphics card
- 100% SoundBlaster compatible sound card
- 66 MB free space on harddrive
- 2xCD-ROM (recommended: 4x CD-ROM)
Minimal System requirements XP-Version:
- Windows XP/Vista resp. all systems supporting ScummVM
- DirectX 8.1
- Pentium III 750 MHz (recommended: Pentium III 1,2 GHz this
concerns part 3 of the trilogy)
- 128 MB RAM
- 64 MB GeForce2 or similar (recommended: GeForce 4 Ti 4200 or similar)
- Sound card supporting 5.1 Surround Sound (recommended)
- 4 GB free space on harddrive (if you plan to install all three games)
- DVD-ROM-drive
- Emulator: ScummVM
Played with:
- Windows XP SP 2
- Pentium 4, 3 GHz
- 2 GB RAM
- Optiarc DVD RW AM-71707
- Nvidia GeForce 7300 SE/7200 GS
- Emulator: ScummVM
Copyright © jehane
for Adventure-Archiv,
April 1st 2009
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A ticklish situation marks the beginning of a
new adventure

Familiar place, familiar face

Another old acquaintance

Most locations are more inviting than this port

George and Nico reuinted

Welcome to Quaramonte!

Nico is in distress

Here you can save or load a game.
Upper part: the main menu

Ah, this feels like holidays!
Below: the dialogue options

George tries to be a mighty pirate

and makes a discovery

Nice view, isnt it?

George on set of Pirates of the Caribbean"?
Wheres Johnny Depp?

m not sure our hero makes a proper human sacrifice

While Nico tries to figure out the mysterious Maya
machine

George and Titipoco have a short break.
Below: the inventory

Ill get ya! Youll see! Ill get
ya!"
More screenshots
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