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Review of Syberia 2 on Nintendo Switch

by Tanya Krane Tanya Krane photo Nov 2017
Cover image of Syberia 2 on Switch
Gamefings Score: 8.0
Platform: Switch Switch logo
Released: 30 Nov 2017
Genre: Graphic Adventure
Developer: Microïds Canada
Publisher: Microids

Introduction

Syberia II on Switch is the cinematic, circuit-board-flavoured continuation of Kate Walker's unexpectedly existential road trip. What starts as a follow-up to a business trip-that-went-awry evolves into a meditation on loyalty, obsession and the gentle weirdness of clockwork people. Developer Microïds Canada and auteur Benoît Sokal keep the narrative firmly centre-stage: the puzzles are there to service character moments rather than interrupt them. If you're buying the Switch version, expect the same patient, contemplative pace as the original 2004 release, wrapped now in a portable package that invites you to solve puzzles between bus stops and bouts of real-life ennui.

Gameplay

Syberia II follows the classic third-person, point-and-click blueprint: you point, you click, you combine improbable things, and you get to the next scene where someone says something quietly devastating while a mechanical creature stares with soulful gears. The mechanics don't try to reinvent the wheel; they polish the experience of being inside story-driven puzzles. The game is mouse-driven in spirit (and in older ports, literally mouse-driven), but the Switch controls are serviceable, translating context-sensitive interactions and inventory juggling to joystick and touch in a way that keeps the story flow intact. The linear nature of the game means you are carried along, with no danger of dying or being soft-locked - an intentional design choice that makes the game feel less like a trial and more like a slow-burning film. Where Syberia II really lives is in its characters and their arcs. Kate Walker is no longer the stiff, career-focused lawyer introduced in the first game; over the series she has been softened and humanised by grief, wonder, fatigue and a stubborn capacity for hope. Her arc here is less about external goals - there are puzzles and ice floes and locomotives - and more about what obligations she chooses to carry. Early on, the law firm sends out a private detective to fetch her back to New York. That detail frames Kate as someone whose life might have easily slid back into corporate monotony. Instead, she stays the course: helping Hans Voralberg, fixing automata, nursing a dying dreamer back to a fragile, absurd vitality. The game lets you feel Kate's internal threshold cross from professional obligation to moral kinship. Hans Voralberg is the motor-beating heart of the tale. He is an eccentric inventor whose life is threaded through with longing - for discovery, for the mammoths, and for a final romantic fulfilment of a lifelong dream. His arc moves from fragile decline to transcendence: when he falls ill and faces the prospect of spiritual salvation in a monastic sense, Kate refuses that easy exit and instead pursues a practical, messy cure. The revelation that Oscar the automaton contains a primitive life-support exoskeleton for Hans is a beautifully odd pivot that redefines their relationship: Oscar is at once servant, child, and the mechanical incarnation of Hans's stubborn refusal to die before fulfilling his quest. Watching Hans prepare himself to climb onto mammoth backs is simultaneously triumphant and tragic - he achieves his dream, but at the cost of remaining a living relic animated by gears and devotion. Oscar deserves a paragraph all his own. He's a clockwork engineer's last, imperfect masterpiece and a mirror to Hans. Oscar's movement from obedient automaton to an entity with agency and sacrifice is one of the more emotionally precise beats in Syberia II. When he chooses to leave the locomotive to join his creator, the game reframes automata as vessels for human vulnerability - and suggests the boundary between man and machine is thinner than either wants to admit. The local cast - the Youkols, the shaman, Hans's monastic caretakers, and the brothers Ivan and Igor - provide friction and texture. Igor is the conscience in a robe of flannel: he's the brother who hesitates and admits regret, which humanises the otherwise antagonistic duo. Ivan, by contrast, represents greed and single-mindedness; the comic cruelty of his fate (the penguins, of all things, resolving his subplot) reads like dark fairy-tale logic. The Youki - the loyal seal-bear-dog creature that powers locomotives and sympathies - is an example of small, almost silent character writing: it exists to help Kate, and in doing so gives the player a soft place to land amid the more metaphysical moments. Narrative pacing is handled via set-piece puzzles that are aligned with character beats. You don't hotwire a train just to open a door; you hotwire it to help Hans realise his design. The puzzles are mostly logical and inventory-based, with occasional mechanical tinkering that dovetails neatly with Sokal's love for automata. The game contains a recap of the first chapter so newcomers aren't left crying into their inventory screen; because of this, you can jump into Syberia II on Switch and still appreciate Kate's arc without feeling like you missed a season premiere. Temporally, the game is tightly controlled: there is a clear beginning, a push through the middle where relationships are tested, and an ending that is deliberately ambiguous. That ambiguity fuels a lot of fan debate: did Kate vanish? Did she stay? The ending's emotional punch relies on everything you've learned about who Kate is and what Hans means to her, rather than on clever puzzle closure. Expect the puzzles to be a vehicle for revelation more than the other way around.

Graphics

Visually, Syberia II is a museum-quality diorama. Benoît Sokal's art direction - carried through by Nicolas Cantin and others - leans into detailed, melancholic environments that look as though someone lovingly photographed an alternate-European postcard collection and then set it to a slow, cinematic camera. Compared to the first game, the sequel improves character animation to a greater degree of realism; faces move with the stiffness of people who have important things to say but are still slightly constrained by the limitations of early-2000s 3D. That slight stiffness oddly complements the game's themes: people and automata alike appear to be wearing the world like a coat. On Switch, the port preserves these hand-crafted backdrops and the lovingly textured automata, though you will notice the gaps where modern lighting and shading would smooth things out. The Virtools Engine 3.0 roots the game in pre-rendered backgrounds and polygonal characters; on a handheld screen, the detail holds up surprisingly well. The animators' work on Oscar, Hans and Kate is the star here: small gestures carry story - a tilt of the head, the way Hans searches for a word, Oscar's mechanical hesitations. The landscapes - frozen portals, crumbling monasteries, the secret Youkol village - are framed like movie stills and reward slow exploration. If you want flashy shaders or 4K textures, Syberia II won't win that race; if you want a game that looks like a graphic novel come to life, it will likely charm you into submission. Sound design doubles down on atmosphere: Inon Zur's compositions thread melancholy brass and lonely piano through the story, acting almost as a Greek chorus. The voice acting is functional and, where it matters, sincere; Kate's voice carries the weary warmth of someone who has traded certainty for curiosity. On Switch, compression occasionally flattens dialog texture, but the performances still land the key emotional beats.

Conclusion

Syberia II on Switch is less a puzzle box and more a character study disguised as an icy adventure. If you're in it for quick reflexes or leaderboard dopamine, this isn't the game you're looking for. If you want to watch a lawyer become a guardian of a dreamer, to witness a machine choose a fate, or to follow moral choices across frozen continents, then Syberia II delivers with the slow, stubborn grace of a locomotive. The game earned solid critical praise at release and respectable sales, and in 2011 Adventure Gamers even named it among the top 100 adventure games - not because it wraps everything in a neat bow, but because it trusts players to sit with a story that prefers questions over tidy answers. The ending will haunt some players: abrupt to some, melancholic to others, and maddeningly open to those who like clear epilogues. That uncertainty is part of the point. Kate's journey ends not with legal paperwork or a neat return to New York but with a choice that feels absurdly human - to put the happiness of another ahead of procedure. For a game whose mechanics deny you the possibility of dying or being stuck, its narrative stakes feel unusually high. Verdict: an emotionally rich, beautifully odd sequel that rewards patience. Play it on Switch for the portability and for those small, perfectly drawn scenes when a mechanical man hums himself into immortality and a lawyer learns how to grieve with action. If stories are your thing, Syberia II is worth your suitcase space.

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