Yeah, this is a game. 20 years goddamn.
I really don't have a whole lot to add (especially on top of that great podcast episode of Cane and Rinse - hadn't even heard of these guys but they seem to have a whole lot to dive into that I'm definitely gonna give a listen now. Really good stuff) but I would be remiss if I didn't give a shout out to one of my favourite games.
I actually played BS2 first and it's where I initially fell in love with the series. I remember playing the demo first - the Marseilles docks were just enchanting. The rest of the game was beautiful, an absolute delight. Then I played BS3 - I guess I enjoyed it way more than most? Yeah, it was a pretty big departure with a slight emphasis on agility-based puzzles, and George and the game itself definitely took a large step towards Indiana Jones-esque aesthetic, but it's not as though BS hasn't always had its toes dipped in it. The locations themselves still imbued a sense of awe in me, not as much as the previous two games, but that's what you get with 2003 graphics.
I think it was BS1 that escalated the series into a minor obsession. I played it for the first time in 2005, I believe. Just a gorgeous game, exuding warmth and passion. Paris is jaw-dropping, even to this day. It's a shame there aren't any higher resolution assets lying around somewhere, because the original game, bumped to 1920x1080, would be almost too much to handle. Every single shot in the game could be hung on a wall if available. The first shot of the game. The hospital. Rue Jarry. Nico's apartment. Montfaucon. The Spanish gardens. Lochmarne castle. Syrian markets. The train. Such a shockingly thick atmosphere especially considering its meagre budget and age. Like, large AAA expansive video games that painstakingly render worlds from 2016 can't conjure up the specific emotions Broken Sword does.
And it would be a crime to mention its thick atmosphere without mentioning the music. Just, so warm and iconic. Obviously a capacity-limitation of the time, the use of sparse, intermittently short tracks was a great move. Allows the player to soak in the atmos of the world around them, then accentuate it with a sting of delicate notes.
The story itself, in the grand scheme of things, is fine. As a video game, especially a video game from 1996, it's pretty incredible. As was mentioned in the podcast, the decision to slightly exaggerate the voice acting and the animations of the characters to counteract the tech-limitations was a really good move. It does feel like a stage-play in that regard, and the distance and fixed nature of the camera in relation to the characters drives this home. It's a clever design decision. George and Nico are really warm presences. George in particular, voiced by Rolf Saxon, is such a winner. Absolutely up there with Guybrush. Khan as the constant hitman villain popping up throughout the story works really well. The story is nicely contained in that way.
Now, we all always talk about The Da Vinci Code as a source of comparison to Broken Sword, but I want to share a toast with my other favourite American/French couple sightseeing around Europe:
Both abbreviate to 'BS.' Coincidence? I think not.