Compare Syberia 2 prices across 50+ stores and find the best deal. Developed by Microids. Published by Microids. Released on 5/19/2011. Available on PC, Nintendo Switch. Genres: Adventure. Metacritic score: 80/100.

Finish what the first Syberia started: Kate Walker's dreamlike trek into the frozen Russian wilderness is the payoff the original spent hours building toward, and it lands hard if you let it.

I went into Syberia 2 expecting a comfortable repeat of the first game, and for the most part that is exactly what it delivers, which is simultaneously its greatest strength and its most honest flaw. This is a direct continuation, not a fresh start. The story picks up mid-scene aboard Hans Voralberg's clockwork train, rolls through the frontier town of Romansburg, pushes past a clifftop monastery filled with secretive monks, and eventually drops Kate Walker into an underground village of the Youkol, an indigenous people the first game only hinted at. If Syberia was setup, this is the resolution, and the closing act earns the emotional weight it is reaching for. The point-and-click mechanics are identical to the original: left-click to walk, double-click to run, right-click to open inventory, hotspots light up when something is interactive. There is no way to die or permanently get stuck, which keeps the pacing from derailing completely. Microids clearly listened to complaints that the first game's puzzles were too thin, because Syberia 2 noticeably broadens the puzzle variety. Alongside the expected inventory-combination tasks you will also find logic-based mechanical puzzles that sit closer to Myst territory, and the overall playtime runs roughly double that of its predecessor. The bad news is that this expanded ambition comes with some genuinely cryptic low points: a puzzle involving a church mural with no readable clue, another where a bear will only accept a specific type of salmon, and a few Myst-style mechanisms where clicking randomly is a legitimate strategy. The line between satisfying and arbitrary shifts without much warning. The environments shift from snow-dusted Eastern European architecture to deep Siberian wilderness, and the art holds up with wide panoramic backgrounds and detailed interiors. Dynamic shadows and water-reflection effects were added over the original engine. The orchestrated score is restrained in the right places, leaning on ambient wilderness sound in outdoor sections and saving musical payoff for key story moments. Voice acting is competent in the English dub, though some dialogue exchanges feel flat when Kate loops back to ask characters about things she already resolved. A subplot involving her New York law firm sending a private detective after her generates a few cutscenes but never integrates meaningfully into the main action. The backtracking is real and it is the game's most persistent friction point. Some puzzle triggers are invisible until you have exhausted every dialogue option with every character in a location, and with no in-game map, retracing your steps through the larger areas gets tedious. There are also reported compatibility quirks with modern PCs that may require a desktop resolution adjustment before the game runs cleanly. Neither issue is a dealbreaker, but they are the kind of friction that will test patience in players who did not grow up with the genre's conventions. If you finished the original Syberia and felt something during its ending, this game belongs in your queue. It is not the place to start the series, the emotional payoff is entirely dependent on the relationship built in the first game, but for returning players the conclusion it delivers to Hans and Kate's journey is genuinely moving in its quieter moments. Adventure veterans who can tolerate the occasional puzzle that defies logic will find a well-crafted, atmospheric chapter that closes its story with more grace than most sequels manage. Alex, Scout Team

Syberia 2
Adventure

Syberia 2

May 19, 2011Microids
GamerScout Says

Finish what the first Syberia started: Kate Walker's dreamlike trek into the frozen Russian wilderness is the payoff the original spent hours building toward, and it lands hard if you let it.

PCNintendo Switch
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About Syberia 2

I went into Syberia 2 expecting a comfortable repeat of the first game, and for the most part that is exactly what it delivers, which is simultaneously its greatest strength and its most honest flaw. This is a direct continuation, not a fresh start. The story picks up mid-scene aboard Hans Voralberg's clockwork train, rolls through the frontier town of Romansburg, pushes past a clifftop monastery filled with secretive monks, and eventually drops Kate Walker into an underground village of the Youkol, an indigenous people the first game only hinted at. If Syberia was setup, this is the resolution, and the closing act earns the emotional weight it is reaching for. The point-and-click mechanics are identical to the original: left-click to walk, double-click to run, right-click to open inventory, hotspots light up when something is interactive. There is no way to die or permanently get stuck, which keeps the pacing from derailing completely. Microids clearly listened to complaints that the first game's puzzles were too thin, because Syberia 2 noticeably broadens the puzzle variety. Alongside the expected inventory-combination tasks you will also find logic-based mechanical puzzles that sit closer to Myst territory, and the overall playtime runs roughly double that of its predecessor. The bad news is that this expanded ambition comes with some genuinely cryptic low points: a puzzle involving a church mural with no readable clue, another where a bear will only accept a specific type of salmon, and a few Myst-style mechanisms where clicking randomly is a legitimate strategy. The line between satisfying and arbitrary shifts without much warning. The environments shift from snow-dusted Eastern European architecture to deep Siberian wilderness, and the art holds up with wide panoramic backgrounds and detailed interiors. Dynamic shadows and water-reflection effects were added over the original engine. The orchestrated score is restrained in the right places, leaning on ambient wilderness sound in outdoor sections and saving musical payoff for key story moments. Voice acting is competent in the English dub, though some dialogue exchanges feel flat when Kate loops back to ask characters about things she already resolved. A subplot involving her New York law firm sending a private detective after her generates a few cutscenes but never integrates meaningfully into the main action. The backtracking is real and it is the game's most persistent friction point. Some puzzle triggers are invisible until you have exhausted every dialogue option with every character in a location, and with no in-game map, retracing your steps through the larger areas gets tedious. There are also reported compatibility quirks with modern PCs that may require a desktop resolution adjustment before the game runs cleanly. Neither issue is a dealbreaker, but they are the kind of friction that will test patience in players who did not grow up with the genre's conventions. If you finished the original Syberia and felt something during its ending, this game belongs in your queue. It is not the place to start the series, the emotional payoff is entirely dependent on the relationship built in the first game, but for returning players the conclusion it delivers to Hans and Kate's journey is genuinely moving in its quieter moments. Adventure veterans who can tolerate the occasional puzzle that defies logic will find a well-crafted, atmospheric chapter that closes its story with more grace than most sequels manage. Alex, Scout Team

Tags

steamPoint-and-ClickAtmospheric PuzzlesLinear NarrativeNo-Fail DesignInventory PuzzlesLogic PuzzlesDialogue-DrivenSingle PlaythroughClassic Adventure

System Requirements

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Reviews & Ratings

Metacritic
80
Steam
86%(3,016)

Game Info

Developer
Microids
Publisher
Microids
Release Date
May 19, 2011

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