
Embark on a quest for identity through time, as you piece together the puzzle of two lives.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain, Japanese, Korean, Polish*, Portuguese - Brazil, Russian*, Simplified Chinese, Traditional Chinese +2 more
Engagement
Hours played at review time, across 50 reviews with recorded playtime.
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
核心制作组77人,女性约占24%。公司高层10人9男,只有一名co-producer为女性。剧情走向由男性主导,世界观创始人、主编剧、对话编剧、创意总监、游戏总监皆为男性,女性只负责落实整合工作。这也解释了剧情为何如此之臭。 主角酒馆看一个男的直接能看入迷了。弹钢琴的时候被六个男的站在周边围观,其中一个“美男”拥有大量对视、特写、环绕镜头。突然一个老登超雄发作,美男“美救英雌”,主角和牠“一见钟情”,聊了两句就要亲上了。 实在是受不了,于是去看了剧透。发现后面主角沾男且化身恋爱脑、让女配和主角虜虜互害、给男配大量高光赋魅。真是无语了,好好的设定结果写出了这种屎剧情。男制作人别蹭双女主了行吗? 玩到三章半,有名字/语音的角色 女男比为18:29。剧情里到处都是男的,背景npc也是男的多。 角色形象: 达娜中长卷发,光腿短裙。 凯特一开始短发背头,结果出狱后立马留长发。去避难所需要在雪山里徒步7.5km,凯特出发前也打听了,知道车站离终点远。结果最后水也不带,背个小皮包、穿个夹克就去了。不说这打扮适不适合徒步,就说主角流浪旅行了这么久,怎么连个双肩包都不安排一个,行李都装小皮包里吗?狱中“沉思”坐下时有怼着屁股照的镜头,还有爬梯子镜头屁股会反光。 大多数女npc穿裙子。 操作: 对话、过场动画不能跳过。 解谜或查看物品时,手柄操作居然是一个摇杆控制镜头、另一个摇杆控制鼠标。调查点还超级不明显,必须光标靠近才显示。在明亮处的调查点更是完全看不见。游玩体验很笨重。 翻译: mama and papa翻译成爸爸妈妈。上楼、下楼翻译成“起身”“俯身”。演奏翻译成“播放”。栏杆翻译成“铁路”。
вот и пройдена 4 часть Сибирии, последняя работа Бенуа Сокаля.. по сравнению с 3 печальной частью, управление здесь гораздо лучше, что уж и сюжет про любовь в военное время, поиски себя и предательство Буллинг Оскара даже тут есть, ахах Единственное, что мне не понравилось, так это бессмысленная "недолюбовь" Кейт Уокер и Катюши. Гг в честь нее конечно же стала искать своего двойника, дада, сама бы она не стала бегать за своими миражами. Эмоционально прописаны их отношения ужасно, Кейт просто как будто для обнадеживания себя говорила, что это приключение было ради Катюши НО Дана мне безумно понравилась, обе потерянные.. игра после себя оставила безысходные дни, апатия от того что даже узнав правду, пройдя огонь и воду.. это тебе дало только боль, но чувство заключения я получила [spoiler](хоть и разработчики явно намекнули на возможное продолжение)[/spoiler] Музыкальное сопровождение мне зашло, особенно гимн Вагена, как и сам город лебедей
Da série dos jogos que ficam mofando na biblioteca e nos fazem perguntar por que não os jogamos antes. Que experiência agradável descobrir uma joia escondida! Mas vamos ao que importa. Embora eu tenha jogado, há incontáveis anos, apenas uma pequena porção do primeiro Syberia, em tempos certamente melhores que os atuais, foi o suficiente para criar, de alguma forma, um carinho pela franquia. Infelizmente, nem sempre agimos de acordo com as nossas emoções e essa negligência perdurou até agora, quando finalmente tomei a iniciativa de jogar The World Before, o título mais recente da série, embora já não seja tão novo assim. Sim, eu certamente deveria ter jogado os anteriores antes de embarcar nesta aventura, tendo em vista que o aproveitamento provavelmente teria sido maior, já que eu compreenderia todas as referências. Ainda assim, The World Before funciona muito bem de forma isolada, isso porque a história tem começo, meio e mais ou menos um fim, deixando um gancho para o próximo jogo da franquia, que, se Deus quiser, ainda vai se tornar realidade. Mas por que The World Before é tão apaixonante? Cara, desde os gráficos super caprichados, com sua direção artística maravilhosa, a trilha sonora envolvente, até a história e os personagens, tudo aqui desperta a vontade de voltar para mais uma sessão. Quando você percebe, a campanha acabou e você se pega pensando em tudo o que aconteceu. Aliás, me envolvi bastante com essa história, com esses personagens e com seus dramas, apresentados de forma muito autêntica e sem pressa. A geração TikTok provavelmente dormiria nos primeiros minutos, e essa é justamente uma das coisas que eu mais amei neste jogo: ele toma o tempo necessário para construir a ambientação, apresentar contextos e explicar o porquê das coisas. Você não apenas acompanha a história, interage com os cenários e se diverte com os puzzles; você mergulha naquele universo a ponto de esquecer, por algumas horas, a realidade ao redor. Como ponto negativo em Syberia: The World Before, destacaria os puzzles bastante fáceis, ainda que divertidos. E isso vem de alguém que não tem vergonha nenhuma de consultar um detonado quando necessário. Ainda assim, como fã antigo de point-and-clicks, eu sei muito bem o nível de dificuldade que esses jogos podem alcançar às vezes.
They've once again missed the point of the game. The magic of Syberia is in its environment design where objects of interest naturally stand out against the background, so each interaction is deliberate and originates from player curiosity. In this one there is barely any visual indication for interactable objects, instead it relies on these UI circles that appear when your mouse comes within range. This stems from the "Unreal Engine"-style art direction. Although the environments are undeniably beautiful, they remove any sense of discovery.
사이베리아 더 월드 비포 사이베리아 3부작 후에 나온 4편으로 알고 있는데 저는 이걸로 처음 입문했습니다. 그 전 게임들은 해봤는데 너무 오래된 게임이라 불편하더군요. 리메이크가 있던데 함 찾아봐야겠네요. 단점으로는 캐릭터 조작감이 좀 불편합니다. 카메라 워크도 고정이라 옛날 게임 느낌이 물씬 풍기네요. 캐릭터 움직임도 다소 엉성한 부분이 있구요. 특히 전투신이 한 번 있는데 음... 물론 퍼즐 어드벤처 게임이라 크게 방해가 되는 부분은 아니라고 생각하지만요. 한글 번역은.. 그럭저럭 못할 정도는 아니지만 막 좋은 편은 아닌 것 같았습니다. 퍼즐 풀다가 잘 이해가 안되서 영어로 바꿔서 보면서 풀었던 기억이 있네요. 반면 장점으로는 스토리가 굉장히 좋았습니다. 다나 로즈라는 여자의 일생을 케이트 워커가 차례 차례 밝혀가는 여정이 참으로 즐거웠습니다. 또 조작감과는 달리 전반적으로 비쥬얼적으로 꽤 만족스러웠구요. 퍼즐 난이도는 전반적으로 쉬운 편었으며 노래 OST의 퀄리티가 매우 훌륭했습니다. 음악이 하나의 큰 주제를 차지하는 만큼 공들어서 만든 것 같았습니다. 굿굿. 주인공인 케이트 워커의 성격이 참 엉뚱맞다는 생각이 들면서도 4편 해보고 나니 그 전편들이 자연스럽게 궁금해지네요. 도전과제 팀을 드리자면, 딱 한 가지 도전과제만 다회차를 요구하는데, 레니의 비밀을 지켜준다를 선택하고 도과를 얻자마자 게임을 끄고 다시 키면 선택지 전으로 돌아가기 때문에 레니의 비밀을 고발하는 선택지로 가시면 한 번에 할 수 있습니다. (왜냐면 고발해도 바로 도과를 얻지 못하고 뒷 챕터까지 이어가야 하기 때문에 반드시 이 선택지를 나중에 선택하셔야 합니다)
Game is okay, but they have melted several gameplay styles into one, and it's actually a puzzle adventure 3D and not your classical puzzle adventure. The worst part is that they highlight hot spots, and this simply kills the most important part of any puzzle adventure game. I don't really like when people experiment and make confusing gameplay styles without there being any need for this. If they went for a cinematic 3D style, they should have made a 3D person gameplay style. Being stuck in between two worlds is confusing. I tried the game 3 times already, and every time it annoys me with its confusing gameplay mechanics and style, because you expect one thing and they feed you so many other things. Sometimes you directly interact with the environment, and in other times you simply click—schizophrenia, this game is having about what it wants to be. The Kate's story completely lost touch for me since part 3. Wrong direction for the story. Not a fan. I understand where the developers and directors wanted to go, but it's not the first game that tries to be like this, and it never works. Many people will enjoy this gameplay style, I am sure, but I just wanted Syberia 1 in a new package, and not a new gameplay style. And I hate that we lost the mystery of Syberia by tying it to old typical cliché lore associated with the place. So I am not really evaluating the game quality as such, but my personal experience and what I was looking for and expecting. Recently started Syberia 1 and it was enjoyable, when I get back to play this one and Syberia 3, always drop. Completely different puzzle adventure—the point-and-click part completely cut off from the gameplay—gameplay style, more like a casual pressing simulator for people on consoles, with a story keeping it all together. I think I will try to spoon-feed myself this game, just to see how this gameplay style simply does not work, for educational purposes ^.^ but boy, how I do not like the taste of it. Though some parts made me say, 'Oh, this is a nice scene—why do you have to ruin it with this schizophrenic gameplay style? It would have been perfect for classical gameplay style!' Alas... Anyway, I hope you enjoyed the game. It's not bad, it's just not a puzzle adventure game in its classical sense. You know what comes to my mind on the fly after just playing Syberia 1? It's how fun it is the way dialogue works, and in this one it's given to you like an open-world RPG style choice. And the same with some items—the way you give them to characters—it's just completely off from what you expect, confusing to me. And it's actually understandable that developers had to install at every corner main characters explaining to you what to do, because you would get lost very fast.
I was really disappointed. I played (and loved) both Syberia 1 and 2, but this game feels wrong on so many levels. First, it looks unfinished. Many cinematics don't even pretend to be finished. Second, I hated the movement system. There were many occasions when I knew I needed to examine something, but simply wasn't able to do so. It feels far too console-oriented. Third, many puzzles were just "click here, click there" with very little thinking required, while occasionally the game throws in a nonsensically difficult puzzle in completely the wrong place (for example, the cemetery exit). Fourth—and worst of all—the pacing is painfully slow, with no possibility to fast-forward, even when repeating the same actions because of a mistake. I'm probably just getting old, but perhaps games like this are no longer made for the traditional PC adventure player.
Лучшая часть серии
Zadziwia mnie pozytywny odbiór tego wyrobu syberio-pochodnego. Wyzwania żadnego, ciągnie się w nieskończoność a fabuły można domyślić się po 3 godzinach gameplayu. Na plus zasługuje design świata oraz udźwiękowienie. Nawet 3 część przygód Kate Walker, którą w dniu premiery uważałam za niezbyt udaną, teraz jawi mi się jako objawienie branży i powiew świeżości. Nie polecam ani fanom przygodówek, ani fanom łamigłówek ani fanom twórczości Benoit Sokala.
100%. This is by far the most touching and lovely part of the series. The visuals and the writing are so beautifull, and the puzzles are well put together. In the first 3 titles there often where some puzzles where I would get stuck, because the puzzles where sometimes very bizare, but in this game I never felt stuck. What a beautifull passing gift from Benoit. I hope that the studio continues his legacy especially when the ending leaves room for the next title.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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