Broken Sword 5 - the Serpent's Curse
George and Nico are back, and if you have any patience for hand-drawn point-and-click mysteries, this Kickstarter-funded return to form will eat your afternoon whole, slow opening and all.
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About Broken Sword 5 - the Serpent's Curse
I went in expecting a safe nostalgia play, and for the first hour or so that is exactly what I got. The Serpent's Curse opens in a Paris art gallery with a murder and a stolen painting, and it takes its sweet time letting you poke around crime scenes before the real conspiracy clicks into gear. If you bail during those early Paris sequences, you will miss the better half of the game, because once the story escalates beyond insurance fraud into centuries-old religious conspiracies touching on Gnosticism, fascist Spain, ancient manuscripts, and a trail that runs from Catalonia to Iraq, the whole thing shifts into a different and much more rewarding gear. Mechanically this is old-school point-and-click with very little apology. You guide George Stobbart and Nico Collard through hand-drawn environments, clicking to examine hotspots, collecting items into a deep inventory, and combining objects or evidence to draw logical conclusions from characters and puzzles. One notable addition over the classic formula is a knowledge-linking mechanic: you connect threads of gathered information to unlock new dialogue options and push conversations forward rather than just exhausting every line. The hint system is also genuinely well-designed, offering tiered nudges that escalate from vague suggestions to step-by-step walkthroughs only if you keep asking, so it never forces spoilers on you. The rough edges are real, though. Puzzle difficulty is uneven, the first act leans easy, occasionally patronising, before the second act tightens up with coded telegrams, hidden rooms, and multi-step environmental puzzles that actually require some lateral thinking. Character movement is slow and you will spend time waiting for George or Nico to amble across a screen you have already memorised. The 3D character models, pre-rendered into 2D frames, clash noticeably with the otherwise gorgeous watercolour backgrounds, the hand-drawn environments are legitimately beautiful, and the character animations sitting on top of them look like a different, cheaper production. Voice acting is inconsistent, with some sharp comic timing undermined by flat line readings elsewhere. For series veterans, the rewards are clear. The script has wit, the supporting cast is colourful, cameos from familiar faces land well, and the story's willingness to weave real history and theology into a pulpy thriller gives it more texture than the premise suggests. Newcomers can absolutely follow the plot without playing the earlier entries, but will likely feel the pacing drag more than fans who are just happy to spend time with George and Nico again. The game was released in two episodes and that seam is still faintly visible, the tone shifts noticeably between the Paris-heavy first act and the globetrotting second, and the finale, while satisfying enough, does not quite stick the landing with the force the setup promises. If you clock the genre and want a low-stress adventure with a story that actually goes somewhere interesting, this is a solid way to spend eight to twelve hours. If you need tight pacing from minute one and puzzles that push back hard, you will find it more comfortable than challenging. Alex, Scout Team
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Game Info
- Developer
- Revolution Software Ltd
- Publisher
- Revolution Software Ltd
- Release Date
- Dec 4, 2013
