![]() The latter two requires you to walk between the plane and a nearby radar station, possibly multiple times. Finally, aim the ejector seat to reach the train. Then, set the radio to the correct frequency to communicate with the pilot who is stuck on a tree. First, you have to figure out how to turn on power. Also in the second game, there are multiple puzzles with the crashed plane.The second game has one in the monastery, where you have to light a series of candles in the right combination.After finding out the recipe for the required cocktail, you need to figure out how the machine works. In Aralbad there is a cocktail machine with piano keys.In Komkolzgrad, launching the cosmonaut's plane requires you to figure out how the controls work first.In the Valedilène factory, you have to activate the machine that makes a leg for Oscar.In some versions it's accessible from the menu as well. Concept Art Gallery: Plays during the credits.That includes all of them, since all creations of Hans are, in a way, alive. Komkolzgrad also showcases a hearty chunk of Soviet-style Diesel Punk.Tons of it, especially in Valadilène, the ancestral home of the whole Voralberg family.Steiner's dialogue is peppered with German phrases, like Donnerwetter ("gosh/golly!") and Himmelherrgott ("for God's sake!"). ![]() In the second game, the deceased monk's name in the Russian monastery is written in Greek on his grave.Even if he's not really quite accurate to this trope, he manages to have German, French, Russian, Portuguese and English words mixed onto one language. The sailor from Barrockstadt is this trope real-time incarnate.In the second game, it's the Bourgoff brothers. Big Bad: Borodine ends up serving as this for the final half of the first game.Bag of Holding: Everything Kate picks up, she tucks into her jacket.It's where a similarly-shaped key can be used to rewind the clockworks. The cross-shaped hole found on all Voralberg automatons and devices.In a roundabout way, they're the entire reason for Hans' condition, and the reason he left home, and thus the reason Kate spends the game chasing after him. While the QR code technology existed back then, there were no smartphones yet so it would have been completely useless putting them on brochures. The World Before: Vaghen has tourist brochures with QR codes on them.Syberia 1 and 2: If it wasn't for Kate's cell phone and the existence of a fax machine in Valadilène, the player would be forgiven for thinking the game takes place in some Clockpunk version of the early 20th century.Albeit, Momo's condition makes it somewhat sad. Adorably Precocious Child: Momo from the first game and Malka from the second game are both incredibly adorable.One Game for the Price of Two: Despite being slighty more simplistic to the original (and bordering nearby the Porting Disaster scale), the DVD release zig zags this by giving you three DVDs with both games in one package.When the second game came about, most players who expected a repetition of the Syberia wonder were disappointed, for the original atmosphere has been lost in development, which many attributed to Sokal's lack of involvement with it. The original game became an epic Flame Bait immediately after the release: while the hardcore, long-time adventure gamers panned it for a simple story and primitive puzzles, the newer generation (many of them introduced to the genre through Syberia in the first place) universally admired its artwork and atmosphere, considering it a Spiritual Successor to The Longest Journey classic. Originally planned as a single game, it was split in two due to Executive Meddling, with Syberia being released in 2002 and Syberia II, in 2004. Syberia (not to be confused with that cold, unfriendly place in Russia called S iberia, or with an older game titled Cyberia) is a Clock Punk Adventure Game duology, developed by Microids, designed by Benoit Sokal, and written by Catherine Peyrot.
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