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Televising the Revolution

When we finished Broken Sword, the managing director of Virgin [Interactive] called me into his office and showed me a game from Argonaut [Software] called Creature Shock. He said, “These are the games you should be writing, not adventure games. These are the games. This is the future.”

— Charles Cecil, co-founder of Revolution Software

Broken Sword, Revolution Software’s third point-and-click adventure game, was released for personal computers in September of 1996. Three months later, it arrived on the Sony PlayStation console, so that it could be enjoyed on television as well as monitor screens. And therein lies a tale in itself.

Prior to this point, puzzle-based adventure games of the traditional stripe had had a checkered career on the consoles, for reasons as much technical as cultural. They were a difficult fit with the Nintendo Entertainment System (NES), the console du jour in the United States during the latter 1980s, thanks to the small capacity of the cartridges that machine used to host its games, its lack of means for easily storing state so that one could return to a game where one had left off after spending time away from the television screen, and the handheld controllers it used that were so very different from a mouse, joystick, and/or keyboard. Still, these challenges didn’t stop some enterprising studios from making a go of it, tempted as they were by the huge installed base of Nintendo consoles. Over the course of 1988 and 1989, ICOM Simulations managed to port to the NES Deja VuUninvited, and Shadowgate; the last in particular really took off there, doing so well that it is better remembered as a console than a computer game today. In 1990, LucasArts[1]LucasArts was actually still known as Lucasfilm Games at the time. did the same with their early adventure Maniac Mansion; this port too was surprisingly playable, if also rather hilariously Bowdlerized to conform to Nintendo’s infamously strict censorship regime.

But as the 1990s began, “multimedia” was becoming the watchword of adventure makers on computers. By 1993, the era of the multimedia “interactive movie” was in full swing, with games shipping on CD — often multiple CDs — and often boasting not just voice acting but canned video clips of real actors. Such games were a challenge of a whole different order even for the latest generation of 16-bit consoles. Sierra On-Line and several other companies tried mightily to cram their adventure games onto the Sega Genesis,[2]The Genesis was known as the Mega-Drive in Japan and Europe. a popular console for which one could purchase a CD drive as an add-on product. In the end, though, they gave it up as technically impossible; the Genesis’s color palette and memory space were just too tiny, its processor just too slow.

But then, along came the Sony PlayStation.

For all that the usual focus of these histories is computer games, I’ve already felt compelled to write at some length about the PlayStation here and there. As I’ve written before, I consider it the third socially revolutionary games console, after the Atari VCS and the Nintendo Entertainment System. Its claim to that status involves both culture and pure technology. Sony marketed the PlayStation to a new demographic: to hip young adults rather than the children and adolescents that Nintendo and its arch-rival Sega had targeted. Meanwhile the PlayStation hardware, with its built-in CD-drive, its 32-bit processor, its 2MB of main memory and 1MB of graphics memory, its audiophile-quality sound system, and its handy memory cards for saving up to 128 K of state at a time, made ambitious long-form gaming experiences easier than ever before to realize on a console. The two factors in combination opened a door to whole genres of games on the PlayStation that had heretofore been all but exclusive to personal computers. Its early years brought a surprising number of these computer ports, such as real-time strategy games like Command & Conquer and turn-based strategy games like X-COM. And we can also add to that list adventure games like Broken Sword.

Their existence was largely thanks to the evangelizing efforts of Sony’s own new PlayStation division, which seldom placed a foot wrong during these salad days. Unlike Nintendo and Sega, who seemed to see computer and console games as existing in separate universes, Sony was eager to bridge the gap between the two, eager to bring a wider variety of games to the PlayStation. And they were equally eager to push their console in Europe, where Nintendo had barely been a presence at all to this point and which even Sega had always treated as a distant third in importance to Japan and North America.

Thus Revolution Software got a call one day while the Broken Sword project was still in its first year from Phil Harrison, an old-timer in British games who knew everyone and had done a bit of everything. “Look, I’m working for Sony now and there’s this new console going to be produced called the PlayStation,” he told Charles Cecil, the co-founder and tireless heart and soul of Revolution. “Are you interested in having a look?”

Cecil was. He was indeed.

Thoroughly impressed by the hardware and marketing plans Harrison had shown him, Cecil went to Revolution’s publisher Virgin Interactive to discuss making a version of Broken Sword for the PlayStation as well. “That’s crazy, that’s not going to work at all,” said Virgin according to Cecil himself. Convinced the idea was a non-starter, both technically and commercially, they told him he was free to shop a PlayStation Broken Sword elsewhere for all they cared. So, Cecil returned to his friend Phil Harrison, who brokered a deal for Sony themselves to publish a PlayStation version in Europe as a sort of test of concept. Revolution worked on the port on the side and on their own dime while they finished the computer game. Sony then shipped this PlayStation version in December of 1996.

Broken Sword on a computer…

…and on the PlayStation, where it’s become more bleary-eyed.

To be sure, it was a compromised creation. Although the PlayStation was a fairly impressive piece of kit by console standards, it left much to be desired when compared to even a mid-range gaming computer. The lovely graphics of the original had to be downgraded to the PlayStation’s lower resolution, even as the console’s relatively slow CD drive and lack of a hard drive for storing frequently accessed data made them painfully sluggish to appear on the television screen; one spent more time waiting for the animated cut scenes to load than watching them, their dramatic impact sometimes being squandered by multiple loading breaks within a scene. Even the voiced dialog could take unnervingly long to unspool from disc. Then, too, pointing and clicking was nowhere near as effortless using a game controller as it was with a mouse. (Sony actually did sell a mouse as an optional peripheral, but few people bought one.) Perhaps most worrisome of all, though, was the nature of the game itself. How would PlayStation gamers react to a cerebral, puzzle-oriented and narrative-driven experience like this?

The answer proved to be, better than some people — most notably those at Virgin — might have expected. Broken Sword‘s Art Deco classicism may have looked a bit out of place in the lurid, anime-bedecked pages of the big PlayStation magazines, but they and their readers generally treated it kindly if somewhat gingerly. Broken Sword sold 400,000 copies on the PlayStation in Europe. Granted, these were not huge numbers in the grand scheme of things. On a console that would eventually sell more than 100 million units, it was hard to find a game that didn’t sell well into the six if not seven (or occasionally eight) figures. By Revolution’s modest standards, however, the PlayStation port made all the difference in the world, selling as it did at least three times as many copies as the computer version despite its ample reasons for shirking side-by-side comparisons. Its performance in Europe was even good enough to convince the American publisher THQ to belatedly pick it up for distribution in the United States as well, where it shifted 100,000 or so more copies. “The PlayStation was good for us,” understates Charles Cecil today.

It was a godsend not least because Revolution’s future as a maker of adventure games for computers was looking more and more doubtful. Multinational publishers like Virgin tended to take the American market as their bellwether, and this did not bode well for Revolution, given that Broken Sword had under-performed there in relation to its European sales. To be sure, there were proximate causes for this that Revolution could point to: Virgin’s American arm, never all that enthused about the game, had given it only limited marketing and saddled it with the terrible alternative title of Circle of Blood, making it sound more like another drop in the ocean of hyper-violent DOOM clones than a cerebral exercise in story-driven puzzle-solving. At the same time, though, it was hard to deny that the American adventure market in general was going soggy in the middle; 1996 had produced no million-plus-selling mega-hit in the genre to stand up alongside 1995’s Phantasmagoria, 1994’s Myst, or 1993’s The 7th Guest. Was Revolution’s sales stronghold of Europe soon to follow the industry’s bellwether? Virgin suspected it was.

So, despite having made three adventure games in a row for Virgin that had come out in the black on the global bottom line, Revolution had to lobby hard for the chance to make a fourth one. “It was frustrating for us,” says Revolution programmer Tony Warriner, “because we were producing good games that reviewed and sold well, but we had to beg for every penny of development cash. There was a mentality within publishing that said you were better off throwing money around randomly, and maybe scoring a surprise big hit, instead of backing steady but profitable games like Broken Sword. But this sums up the problem adventures have always had: they sell, but not enough to turn the publishers on.”

We might quibble with the “always” in Warriner’s statement; there was a time, lasting from the dawn of the industry through the first half of the 1990s, when adventures were consistently among the biggest-selling titles of all on computers. But this was not the case later on. Adventure games became mid-tier niche products from the second half of the 1990s on, capable of selling in consistent but not huge numbers, capable of raking in modest profits but not transformative ones. Similar middling categories had long existed in other mass-media industries, from film to television, books to music, all of which industries had been mature enough to profitably cater to their niche customers in addition to the heart of the mainstream. The computer-games industry, however, was less adept at doing so.

The problem there boiled down to physical shelf space. The average games shop had a couple of orders of magnitude fewer titles on its shelves at any given time than the average book or record store. Given how scarce retail space was, nobody — not the distributors, not the publishers, certainly not the retailers themselves — was overly enthusiastic about filling it with product that wasn’t in one of the two hottest genres in gaming at the time, the first-person shooter and the real-time strategy. This tunnel vision had a profound effect on the games that were made and sold during the years just before and after the millennium, until the slow rise of digital distribution began to open fresh avenues of distribution for more nichey titles once again.

In light of this situation, it’s perhaps more remarkable how many computer games were made between 1995 and 2005 that were not first-person shooters or real-time strategies than the opposite. More dedicated, passionate developers than you might expect found ways to make their cases to the publishers and get their games funded in spite of the remorseless logic of the extant distribution systems.

Revolution Software found a way to be among this group, at least for a while — but Virgin’s acquiescence to a Broken Sword II didn’t come easy. Revolution had to agree to make the sequel in just one year, as compared to the two and a half years they had spent on its predecessor, and for a cost of just £500,000 rather than £1 million. The finished game inevitably reflects the straitened circumstances of its birth. But that isn’t to say that it’s a bad game. Far from it.

Broken Sword II: The Smoking Mirror kicks off six months after the conclusion of the first game. American-in-Paris George Stobbart, that game and this one’s star, has just returned to France after dealing with the death of his father Stateside. There’s he’s reunited with Nico Collard, the fetching Parisian reporter who helped him last time around and whom George has a definite hankering for, to the extent of referring to her as his “girlfriend”; Nico is more ambiguous about the nature of their relationship. At any rate, an ornately carved and painted stone, apparently Mayan in origin, has come into her possession, and she has asked George to accompany her to the home of an archaeologist who might be able to tell them something about it. Unfortunately, they’re ambushed by thugs as soon as they arrive; Nico is kidnapped, while George is left tied to a chair in a room whose only other inhabitants are a giant poisonous spider and a rapidly spreading fire.

If this game doesn’t kick off with the literal bang of an exploding bomb like last time, it’s close enough. “I believe that a videogame must declare the inciting incident immediately so the player is clear on what their character needs to do and, equally importantly, why,” says Charles Cecil.

With your help, George will escape from his predicament and track down and rescue Nico before she can be spirited out of the country, even as he also retrieves the Mayan stone from the dodgy acquaintance in whose safekeeping she left it and traces their attackers back to Central America. And so George and Nico set off together across the ocean to sun-kissed climes, to unravel another ancient prophecy and prevent the end of the world as we know it for the second time in less than a year.

Broken Sword II betrays its rushed development cycle most obviously in its central conspiracy. For all that the first game’s cabal of Knights Templar was bonkers on the face of it, it was grounded in real history and in a real, albeit equally bonkers classic book of pseudo-history, The Holy Blood and the Holy Grail. Mayans, on the other hand, are the most generic adventure-game movers and shakers this side of Atlanteans. “I was not as interested in the Mayans, if I’m truthful,” admits Charles Cecil. “Clearly human sacrifices and so on are interesting, but they were not on the same level of passion for me as the Knights Templar.”

Lacking the fascination of uncovering a well-thought-through historical mystery, Broken Sword II must rely on its set-piece vignettes to keep its player engaged. Thankfully, these are mostly still strong. Nico eventually gets to stop being the damsel in distress, becoming instead a driving force in the plot in her own right, so much so that you the player control her rather than George for a quarter or so of the game; this is arguably the only place where the second game actually improves on the first, which left Nico sitting passively in her flat waiting for George to call and collect hints from her most of the time. Needless to say, the sexual tension between George and Nico doesn’t get resolved, the writers having learned from television shows like Moonlighting and Northern Exposure that the audience’s interest tends to dissipate as soon as “Will they or won’t they” becomes “They will!” “We could very easily have had them having sex,” says Cecil, “but that would have ruined the relationship between these two people.”

The writing remains consistently strong in the small moments, full of sly humor and trenchant observations. Some fondly remembered supporting characters return, such as Duane and Pearl, the two lovably ugly American tourists you met in Syria last time around, who’ve now opted to take a jungle holiday, just in time to meet George and Nico once again. (Isn’t coincidence wonderful?)

And the game is never less than fair, with occasional deaths to contend with but no dead ends. This manifestation of respect for their players has marked Revolution’s work since Beneath a Steel Sky; they can only be applauded for it, given how many bigger, better-funded studios got this absolutely critical aspect of their craft so very wrong back in the day. The puzzles themselves are pitched perfectly in difficulty for the kind of game this is, being enough to make you stop and think from time to time but never enough to stop you in your tracks.

Broken Sword or Monkey Island?

In the end, then, Broken Sword II suffers only by comparison with Broken Sword I, which does everything it does well just that little bit better. The backgrounds and animation here, while still among the best that the 1990s adventure scene ever produced, aren’t quite as lush as what we saw last time. The series’s Art Deco and Tintin-inspired aesthetic sensibility, seen in no other adventure games of the time outside of the equally sumptuous Last Express, loses some focus when we get to Central America and the Caribbean. Here the game takes on an oddly LucasArts-like quality, what with the steel-drum background music and all the sandy beaches and dark jungles and even a monkey or two flitting around. Everywhere you look, the seams show just a little more than they did last time; the original voice of Nico, for example, has been replaced by that of another actress, making the opening moments of the second game a jarring experience for those who played the first. (Poor Nico would continue to get a new voice with each subsequent game in the series. “I’ve never had a bad Nico, but I’ve never had one I’ve been happy with,” says Cecil.)

But, again, we’re holding Broken Sword II up against some very stiff competition indeed; the first game is a beautifully polished production by any standard, one of the crown jewels of 1990s adventuring. If the sequel doesn’t reach those same heady heights, it’s never less than witty and enjoyable. Suffice to say that Broken Sword II is a game well worth playing today if you haven’t done so already.

It did not, however, sell even as well as its predecessor when it shipped for computers in November of 1997, serving more to justify than disprove Virgin’s reservations about making it in the first place. In the United States, it was released without its Roman numeral as simply Broken Sword: The Smoking Mirror, since that country had never seen a Broken Sword I. Thus even those Americans who had bought and enjoyed Circle of Blood had no ready way of knowing that this game was a sequel to that one. (The names were ironic not least in that the American game called Circle of Blood really did contain a broken sword, while the American game called Broken Sword did not.)

That said, in Europe too, where the game had no such excuses to rely upon, the sales numbers it put up were less satisfactory than before. A PlayStation version was released there in early 1998, but this too sold somewhat less than the first game, whose relative success in the face of its technical infelicities had perchance owed much to the novelty of its genre on the console. It was not so novel anymore: a number of other studios were also now experimenting with computer-style adventure games on the PlayStation, to mixed commercial results.

With Virgin having no interest in a Broken Sword III or much of anything else from Revolution, Charles Cecil negotiated his way out of the multi-game contract the two companies had signed. “The good and the great decided adventures [had] had their day,” he says. Broken Sword went on the shelf, permanently as far as anyone knew, leaving George and Nico in a lovelorn limbo while Revolution retooled and refocused. Their next game would still be an adventure at heart, but it would sport a new interface alongside action elements that were intended to make it a better fit on a console. For better or for worse, it seemed that the studio’s hopes for the future must lie more with the PlayStation than with computers.

Revolution Software was not alone in this; similar calculations were being made all over the industry. Thanks to the fresh technology and fresh ideas of the PlayStation, said industry was entering a new period of synergy and cross-pollination, one destined to change the natures of computer and console games equally. Which means that, for all that this site has always been intended to be a history of computer rather than console gaming, the PlayStation will remain an inescapable presence even here, lurking constantly in the background as both a promise and a threat.


Where to Get It: Broken Sword II: The Smoking Mirror is available as a digital download at GOG.com.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: the book Grand Thieves and Tomb Raiders: How British Video Games Conquered the World by Magnus Anderson and Rebecca Levene; Retro Gamer 6, 31, 63, 146, and 148; GameFan of February 1998; PlayStation Magazine of February 1998; The Telegraph of January 4 2011. Online sources include Charles Cecil’s interviews with Anthony Lacey of Dining with Strangers, John Walker of Rock Paper Shotgun, Marty Mulrooney of Alternative Magazine Online, and Peter Rootham-Smith of Game Boomers.

Footnotes

Footnotes
1 LucasArts was actually still known as Lucasfilm Games at the time.
2 The Genesis was known as the Mega-Drive in Japan and Europe.
 
 

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Broken Sword: The Shadow of the Templars

The games of Revolution Software bore the stamp of the places in which they were conceived. Work on Beneath a Steel Sky, the company’s breakthrough graphic adventure, began in Hull, a grim postindustrial town in the north of England, and those environs were reflected in the finished product’s labyrinths of polluted streets and shuttered houses. But by the time Revolution turned to the question of a follow-up, they had upped stakes for the stately city of York. “We’re surrounded by history here,” said Revolution co-founder Tony Warriner. “York is a very historical city.” Charles Cecil, Revolution’s chief motivating force in a creative sense, felt inspired to make a very historical game.

The amorphous notion began to take a more concrete form after he broached the idea over dinner one evening to Sean Brennan, his main point of contact at Revolution’s publisher Virgin Interactive. Brennan said that he had recently struggled through Umberto Eco’s infamously difficult postmodern novel Foucault’s Pendulum, an elaborate satire of the conspiratorial view of history which is so carefully executed that its own conspiracy theories wind up becoming more convincing than most good-faith examples of the breed. Chasing a trail of literally and figuratively buried evidence across time and space… it seemed ideal for an adventure game. Why not do something like that? Perhaps the Knights Templar would make a good starting point. Thus was born Broken Sword: The Shadow of the Templars.



Our respectable books of history tell us that the Knights Templar was a rich and powerful but relatively brief-lived chivalric order of the late Middle Ages in Europe. It was founded in 1119 and torn up root and branch by a jealous King Philip IV of France and Pope Clement V in 1312. After that, it played no further role in history. Or did it?

People have been claiming for centuries that the order wasn’t really destroyed at all, that it just went underground in one sense or another. Meanwhile other conspiracy theories — sometimes separate from, sometimes conjoined with the aforementioned — have posited that the Knights left a fabulous hidden treasure behind somewhere, which perchance included even the Holy Grail of Arthurian legend.

In the 1960s, the old stories were revived and adapted into a form suitable for modern pop culture by a brilliant French fabulist named Pierre Plantard, who went so far as to plant forged documents in his homeland’s Bibliothèque Nationale. Three Anglo authors ingeniously expanded upon his deceptions — whether they were truly taken in by them or merely saw them as a moneymaking opportunity is unclear — in 1982 in the book The Holy Blood and the Holy Grail. It connected the Knights Templar to another, more blasphemous conspiracy theory: that Jesus Christ had not been celibate as stated in the New Testament, nor had his physical form actually died on the cross. He had rather run away with Mary Magdalene and fathered children with her, creating a secret bloodline that has persisted to the present day. The Knights Templar were formed to guard the holy bloodline, a purpose they continue to fulfill. Charles Cecil freely admits that it was The Holy Blood and the Holy Grail that really got his juices flowing.

It isn’t hard to see why. It’s a rare literary beast: a supposedly nonfiction book full of patent nonsense that remains thoroughly entertaining to read even for the person who knows what a load of tosh it all is. In his review of it back in 1982, Anthony Burgess famously wrote that “it is typical of my unregenerable soul that I can only see this as a marvelous theme for a novel.” Many others have felt likewise over the years since. If Umberto Eco’s unabashedly intellectual approach doesn’t strike your fancy, you can always turn to The Da Vinci Code, Dan Brown’s decidedly more populist take on the theme from 2003 — one of the most successful novels of the 21st century, the founder of a veritable cottage industry of sequels, knock-offs, and cinematic adaptations. (Although Brown himself insists that he didn’t use The Holy Blood and the Holy Grail for a crib sheet when writing his novel, pretty much no one believes him.)

For all their convoluted complexity, conspiracy theories are the comfort food of armchair historians. They state that the sweeping tides of history are not the result of diffuse, variegated, and ofttimes unease-inducing social and political impulses, but can instead all be explained by whatever shadowy cabal they happen to be peddling. It’s a clockwork view of history, A leading to B leading to C, which conveniently absolves us and our ancestors who weren’t pulling the strings behind the scenes of any responsibility for the state of the world. I’ve often wondered if the conspiratorial impulse in modern life stems at least in part from our current obsession with granular data, our belief that all things can be understood if we can just collect enough bits and bytes and analyze it all rigorously enough. Such an attitude makes it dangerously easy to assemble the narratives we wish to be true out of coincidental correlations. The amount of data at our fingertips, it seems to me, has outrun our wisdom for making use of it.

But I digress. As Burgess, Eco, and Brown all well recognized, outlandish conspiracy theories can be outrageously entertaining, and are harmless enough if we’re wise enough not to take them seriously. Add Charles Cecil to that list as well: “I was convinced a game set in the modern day with this history that resonated from Medieval times would make a very compelling subject.”

As he began to consider how to make a commercial computer game out of the likes of The Holy Blood and the Holy Grail, Cecil realized that he needed to stay well away from the book’s claims about Jesus Christ; the last thing Revolution Software or Virgin Interactive needed was to become the antichrist in the eyes of scandalized Christians all over the world. So, he settled on a less controversial vision of the Knights Templar, centering on their alleged lost treasure — a scavenger hunt was, after all, always a good fit for an adventure game — and a fairly nondescript conspiracy eager to get their hands on it for a spot of good old world domination for the sake of it.

Cecil and some of his more committed fans have occasionally noted some surface similarities between his game and The Da Vinci Code, which was published seven years later, and hinted that Dan Brown may have been inspired by the game as well as by The Holy Blood and the Holy Grail. In truth, though, the similarities would appear to be quite natural for fictions based on the same source material.

Indeed, I’ve probably already spent more time on the historical backstory of Broken Sword here than it deserves, considering how lightly it skims the surface of the claims broached in The Holy Blood and the Holy Grail and elsewhere. Suffice to say that the little bit of it that does exist here does a pretty good job of making you feel like you’re on the trail of a mystery ancient and ominous. And that, of course, is all it really needs to do.



In addition to being yet another manifestation of pop-culture conspiracy theorizing, Broken Sword was a sign of the times for the industry that produced it. Adventure games were as big as they would ever get in 1994, the year the project was given the green light by Virgin. Beneath a Steel Sky had gotten good reviews and was performing reasonably well in the marketplace, and Virgin was willing to invest a considerable sum to help Revolution take their next game to the proverbial next level, to compete head to head with Sierra and LucasArts, the titans of American adventure gaming. Broken Sword‘s final production cost would touch £1 million, making it quite probably the most expensive game yet made in Britain.

Having such a sum of money at their disposal transformed Revolution’s way of doing business. Some 50 different people in all contributed to Broken Sword, a five-fold increase over the staff hired for Beneath a Steel Sky. Artist Dave Gibbons, whose distinctive style had done so much to make the previous game stand out from the pack, was not among them, having moved on to other endeavors. But that was perhaps for the best; Gibbons was a comic-book artist, adept at crafting striking static images. Broken Sword, on the other hand, would have lots of motion, would be more of an interactive cartoon than an interactive comic.

To capture that feel, Charles Cecil went to Dublin, Ireland, where the animator Don Bluth ran the studio behind such films as The Land Before Time, All Dogs Go to Heaven, and Thumbelina. There he met one Eoghan Cahill, who had been working with Bluth for years, and got a hasty education on what separates the amateurs from the professionals in the field. Cecil:

I have to say, I didn’t take layout all that seriously. But he asked me about layout, and I showed him some of the stuff we were working on. And he looked at me and said, “This is not good enough.” I felt rather hurt. He said, “You need to see my stuff and you need to employ me.” So I had a look at his stuff, and it was so beautiful.

I said, “I think I really do need to employ you.” And indeed, he came to work at Revolution as a layout artist.

Although Don Bluth himself had nothing to do with the game, Broken Sword is as marked by the unique sensibility he inculcated in his artists as Beneath a Steel Sky is by that of Dave Gibbons. The opening movie is a bravura sequence by any standard, a tribute not only to the advantages of Super VGA graphics and CD-ROM — Revolution’s days of catering to more limited machines like the Commodore Amiga were now behind them — but to the aesthetic sophistication which Cahill brought to the project. Broken Sword‘s “pixel art,” as the kids call it today, remains mouth-wateringly luscious to look upon, something which most certainly cannot be said of the jaggy 3D productions of the mid-1990s.

The view with which the intro movie begins is a real one from the bell tower of Notre Dame Cathedral.

It’s worth dwelling on this movie a bit, for it does much to illustrate how quickly both Revolution and the industry to which they belonged were learning and expanding their horizons. Consider the stirring score by the noted film, television, and theater composer and conductor Barrington Pheloung, which is played by a real orchestra on real instruments — a growing trend in games in general at the time, which would have been unimaginable just a few years earlier for both technical and budgetary reasons.

Then, too, consider the subtle sophistication of the storytelling techniques that are employed here, from the first foreshadowing voice-over — the only dialog in the whole sequence — to the literal bang that finishes it. Right after the movie ends, you take control amidst the chaos on the sidewalk that follows the explosion. Assuming you aren’t made of the same stuff as that Notre Dame gargoyle, you’re already thoroughly invested at this point in figuring out what the heck just happened. The power of an in medias res opening like this one to hook an audience was well known to William Shakespeare, but has tended to elude many game developers. Charles Cecil:

There are two ways to start a game. You can give lots of background about a character and what he or she is doing or you can start in a way that is [in] the player’s control, and that’s what I wanted. I thought that since the player controlled the character and associated with him, I could afford to start a game without giving away a great deal about the character. So in the first scene, I didn’t want a long exposition. George is drawn into the plot unwillingly, having been caught up in an explosion, and he wants to do the right thing in finding out what was behind it.

All told, the jump in the quality of storytelling and writing from Beneath a Steel Sky to Broken Sword is as pronounced as the audiovisual leap. Beneath a Steel Sky isn’t really a poorly written game in comparison to others of its era, but the script at times struggles to live up to Dave Gibbons’s artwork. It bears the telltale signs of a writer not quite in control of his own material, shifting tones too jarringly and lapsing occasionally into awkward self-referential humor when it ought to be playing it straight.

None of that is the case with Broken Sword. This game’s writers know exactly where they want to go and have the courage of their conviction that they can get there. This is not to say that it’s dour — far from it; one of the greatest charms of the game is that it never takes itself too seriously, never forgets that it is at bottom just an exercise in escapist entertainment.

Remarkably, the improvement in this area isn’t so much a credit to new personnel as to the usual suspects honing their craft. Revolution’s games were always the vision of Charles Cecil, but, as he admits, he’s “not the world’s greatest writer.” Therefore he had relied since the founding of Revolution on one Dave Cummins to turn his broad outlines into a finished script. For Broken Sword, Cummins was augmented by a newcomer named Jonathan Howard, but the improvement in the writing cannot be down to his presence alone. The veterans at Revolution may have become harder to spot amidst the sea of new faces, but they were working as hard as anyone to improve, studying how film and television were put together and then applying the lessons to the game — but sparingly and carefully, mind you. Cecil:

When Broken Sword came out, we were riding on the back of these interactive movies. They were a disaster. The people knocking them out were being blinded; they wanted to rub shoulders with movie stars and producers, and the gaming elements were lost. They were out of touch with games. Of course, I am interested in film script-writing and I felt then and still do that there can be parallels with games. I felt we needed to learn from the movies with Broken Sword, but not mimic them. It was my intention to make Broken Sword cinematic — with great gameplay.

Revolution may have had global ambitions for Broken Sword, but it’s a deeply British game at heart, shot through with sly British humor. To properly appreciate any of that, however, we really need to know what the game is actually about, beyond the Knights Templar and international conspiracies of evil in the abstract.



Broken Sword‘s protagonist is an American abroad with the pitch-perfect name of George Stobbart, who is winningly portrayed in the original game and all four of its official sequels to date by voice actor Rolf Saxon. George is a painfully earnest everyman — or at least every-American — who in an earlier era might have been played on the silver screen by Jimmy Stewart. He wanders through the game’s foreign settings safely ensconced in the impenetrable armor of his nationality, a sight recognizable to any observer of Americans outside their natural habitat. To my mind the funniest line in the entire script comes when he’s accosted by an overzealous French police constable brandishing a pistol. “Don’t shoot!” he yells. “I’m an American!” Whole volumes of sociology and history could be written by way of unpacking those five words…

Anyway, as we saw in the movie above, the vacationing George is sitting in a Parisian café when a killer clown bombs the place to smithereens, in what seems to have been a deliberate — and unfortunately successful — act of murder against one particular patron. Earnest fellow that he is, George takes it upon himself to solve the crime, which proves to be much more than a random act of street violence. As he slowly peels the onion of the conspiracy behind it all, he has occasion to visit Ireland, Syria, Spain, and Scotland in addition to roaming the length and breadth of Paris, the home base for his investigations. And why does Paris feature so prominently? Well, it was close enough to Britain to make it easy for Revolution to visit in the name of research, but still held a powerful romantic allure for an Englishman of Cecil’s generation. “England was very poor in the 1960s and 1970s, and London was gray and drab,” he says. “Paris was smart. People walked differently and they wore brighter clothes. You sat in restaurants and ate amazing food. The mythology of Paris [in] Broken Sword came from that imagery of my younger days.”

George’s companion — constantly in research, from time to time in adventure, and potentially in romance — is one Nico, a French reporter with a sandpaper wit whom he meets at the scene of the bombing. She was originally created by the game’s writers to serve a very practical purpose, a trick that television and movie scriptwriters have been employing forever: in acting as a diegetic sounding board for George, she becomes a handy way to keep the player oriented and up to date with the ramifications of his latest discoveries, helping the player to keep a handle on what becomes a very complex mystery. In this sense, then, her presence is another sign of how Revolution’s writers were mastering their craft. “It meant we didn’t need to have lengthy one-man dialogs or 30 minutes of cut scenes,” says Charles Cecil.

The sexual tension between the oft-bickering pair — that classic “will they or won’t they?” dilemma — was initially a secondary consideration. It’s actually fairly understated in this first game, even as Nico herself is less prominent than she would later become; she spends the bulk of the game sitting in her apartment conducting vaguely defined “inquiries,” apparently by telephone, and waiting for another visit from George. [1]It’s telling that, when Revolution recently produced a “director’s cut” of the game for digital distribution, the most obvious additions were a pair of scenes where the player gets to control Nico directly, giving at least the impression that she has a more active role in the plot. Sadly, one of these takes place before the bombing in the Parisian café, rather spoiling that dramatically perfect — and perfectly dramatic — in medias res opening.

So much for the characters. Now, back to the subject of humor:

There’s the time when George tells Nico that he’s just visited the costume shop whence he believes the bomber to have rented his clown suit. “Yeah, I like it. What are you supposed to be?” she asks. Da-dum-dum!

“I didn’t hire a costume,” answers our terminally earnest protagonist. “These are my clothes and you know it.”

And then there’s Nico and (a jealous) George’s discussion with a French historian about Britain’s status during the time of the Roman Empire. “To the Romans, the Mediterranean was the center of the universe,” says the historian. “Britain was a remote, unfriendly place inhabited by blue-painted savages.”

“It hasn’t changed much,” says Nico. Da-dum-dum-dum!

“Well, they’ve stopped painting themselves blue,” says our straight man George.

“Except when they go to a football match,” deadpans Nico. Da-dum-dum-dum-dum!

You get the idea. I should say that all of this is made funnier by the performances of the voice cast, who are clearly having a grand old time turning their accents up to eleven. (Like so many Anglosphere productions, Broken Sword seems to think that everyone speaks English all the time, just in funny ways and with a light salting of words like bonjour and merci.)

And yet — and this is the truly remarkable part — the campiness of it all never entirely overwhelms the plot. The game is capable of creating real dramatic tension and a palpable sense of danger from time to time. It demands to be taken seriously at such junctures; while you can’t lock yourself out of victory without knowing it, you can die. The game walks a tenuous tightrope indeed between drama and comedy, but it very seldom loses its balance.


It wasn’t easy being a writer of geopolitical thrillers in the 1990s, that period of blissful peace and prosperity in the West after the end of the Cold War and before the War on Terror, the resurgence of authoritarianism, a global pandemic, and a widespread understanding of the magnitude of the crisis of global warming. Where exactly was one to find apocalyptic conflicts in such a milieu? It’s almost chilling to watch this clip today. What seemed an example of typically absurd videogame evil in 1996 feels disturbingly relevant today — not the Knights Templar nonsense, that is, but all the real-world problems that are blamed on it. If only it was as simple as stamping out a single cabal of occultists…

It’s hard to reconcile Broken Sword‘s Syria, a place where horror exists only in the form of Knights Templar assassins, a peddler of dodgy kebobs, and — most horrifying of all — an American tourist in sandals and knee socks, with the reality of the country of today. The civil war that is now being fought there has claimed the lives of more than half a million people and shattered tens of millions more.

With Nico in her Parisian flat.

Wars and governments may come and go, but the pub life of Ireland is eternal.

A villa in Spain with a connection to the Knights Templar and a grouchy gardener whom George will need to outwit.

Amidst ruins of a Scottish castle fit for a work of Romantic art, on the cusp of foiling the conspirators’ nefarious plot.



Revolution spent an inordinate amount of time — fully two and a half years — honing their shot at the adventure-game big leagues. They were silent for so long that some in the British press consigned them to the “where are they now?” file. “Whatever happened to Revolution Software?” asked PC Zone magazine in January of 1996. “Two releases down the line, they seem to have vanished.”

Alas, by the time Broken Sword was finally ready to go in the fall of 1996, the public’s ardor for the adventure genre had begun to dissipate. Despite a slew of high-profile, ambitious releases, 1996 had yet to produce a million-selling hit like the previous year’s Phantasmagoria, or like Myst the year before that. Especially in the United States, the industry’s focus was shifting to 3D action-oriented games, which not only sold better but were cheaper and faster to make than adventure games. In what some might call a sad commentary on the times, Virgin’s American arm insisted that the name of Broken Sword be changed to Circle of Blood. “They wanted it to be much more ‘bloody’ sounding,” says Charles Cecil.

For all of its high production values, the game was widely perceived by the American gaming press as a second-tier entry in a crowded field plagued by flagging enthusiasm. Computer Gaming World‘s review reads as a more reserved endorsement than the final rating of four stars out of five might imply. “The lengthy conversations often drag on before getting to the point,” wrote the author. If you had told her that Broken Sword — or rather Circle of Blood, as she knew it — would still be seeing sequels published in the second decade after such adventure standard bearers as King’s Quest and Gabriel Knight had been consigned to the videogame history books, she would surely have been shocked to say the least.

Ah, yes, Gabriel Knight… the review refers several times to that other series of adventure games masterminded by Sierra’s Jane Jensen. Even today, Gabriel Knight still seems to be the elephant in the room whenever anyone talks about Broken Sword. And on the surface, there really are a lot of similarities between the two. Both present plots that are, for all their absurdity, extrapolations on real history; both are very interested in inculcating a sense of place in their players; both feature a male protagonist and a female sidekick who develop feelings for one another despite their constant bickering, and whose rapport their audience developed feelings for to such an extent that they encouraged the developers to make the sidekick into a full-fledged co-star. According to one line of argument in adventure-game fandom, Broken Sword is a thinly disguised knock-off of Gabriel Knight. (The first game of Sierra’s series was released back in 1993, giving Revolution plenty of time to digest it and copy it.) Many will tell you that the imitation is self-evidently shallower and sillier than its richer inspiration.

But it seems to me that this argument is unfair, or at least incomplete. To begin with, the whole comparison feels more apt if you’ve only read about the games in question than if you’ve actually played them. Leaving aside the fraught and ultimately irrelevant question of influence — for the record, Charles Cecil and others from Revolution do not cite Gabriel Knight as a significant influence — there is a difference in craft that needs to be acknowledged. The Gabriel Knight games are fascinating to me not so much for what they achieve as for what they attempt. They positively scream out for critical clichés about reaches exceeding grasps; they’re desperate to elevate the art of interactive storytelling to some sort of adult respectability, but they never quite figure out how to do that while also being playable, soluble adventure games.

Broken Sword aims lower, yes, but hits its mark dead-center. From beginning to end, it oozes attention to the details of good game design. “We had to be very careful, and so we went through lots of [puzzles], seeing which ones would be fun,” says Charles Cecil. “These drive the story on, providing rewards as the player goes along, so we had to get them right.” One seldom hears similar anecdotes from the people who worked on Sierra’s games.

This, then, is the one aspect of Broken Sword I haven’t yet discussed: it’s a superb example of classic adventure design. Its puzzles are tricky at times, but never unclued, never random, evincing a respect for its player that was too often lost amidst the high concepts of games like Gabriel Knight.

Of course, if you dislike traditional adventure games on principle, Broken Sword will not change your mind. As an almost defiantly traditionalist creation, it resolves none of the fundamental issues with the genre that infuriate so many. The puzzles it sets in front of you seldom have much to do with the mystery you’re supposed to be unraveling. In the midst of attempting to foil a conspiracy of world domination, you’ll expend most of your brainpower on such pressing tasks as luring an ornery goat out of an Irish farmer’s field and scouring a Syrian village for a kebob seller’s lucky toilet brush. (Don’t ask!) Needless to say, most of the solutions George comes up with are, although typical of an adventure game, ridiculous, illegal, and/or immoral in any other context. The only way to play them is for laughs.

And this, I think, is what Broken Sword understands about the genre that Gabriel Knight does not. The latter’s puzzles are equally ridiculous (and too often less soluble), but the game tries to play it straight, creating cognitive dissonances all over the place. Broken Sword, on the other hand, isn’t afraid to lean into the limitations of its chosen genre and turn them into opportunities — opportunities, that is, to just be funny. Having made that concession, if concession it be, it finds that it can still keep its overarching plot from degenerating into farce. It’s a pragmatic compromise that works.

I like to think that the wisdom of its approach has been more appreciated in recent years, as even the more hardcore among us have become somewhat less insistent on adventure games as deathless interactive art and more willing to just enjoy them for what they are. Broken Sword may have been old-school even when it was a brand-new game, but it’s no musty artifact today. It remains as charming, colorful, and entertaining as ever, an example of a game whose reach is precisely calibrated to its grasp.

(Sources: the books The Holy Blood and the Holy Grail by Michael Baigent, Richard Leigh, and Henry Lincoln and Grand Thieves and Tomb Raiders: How British Video Games Conquered the World by Magnus Anderson and Rebecca Levene; Retro Gamer 31, 63, 146, and 148; PC Zone of January 1996; Computer Gaming World of February 1997. Online sources include Charles Cecil’s interviews with Anthony Lacey of Dining with Strangers, John Walker of Rock Paper Shotgun, Marty Mulrooney of Alternative Magazine Online, and Peter Rootham-Smith of Game Boomers.

Broken Sword: The Shadow of the Templars is available for digital purchase as a “director’s cut” whose additions and modifications are of dubious benefit. Luckily, the download includes the original game, which is well worth the purchase price in itself.)

Footnotes

Footnotes
1 It’s telling that, when Revolution recently produced a “director’s cut” of the game for digital distribution, the most obvious additions were a pair of scenes where the player gets to control Nico directly, giving at least the impression that she has a more active role in the plot. Sadly, one of these takes place before the bombing in the Parisian café, rather spoiling that dramatically perfect — and perfectly dramatic — in medias res opening.
 

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