In
Broken Sword: The Sleeping Dragon, the third game in the series, there were several sequences that were not exactly action, but not exactly adventure, either. For instance, in that game George must get out of a crashed airplane under certain pressing circumstances; this sequence resembles
Lara Croft Tomb Raider: Legend more than it does, say,
The Longest Journey. However, it seems Charles Cecil, the series' creator, has left out these more pressing situations in
The Angel of Death in favor of a more classic, traditional point and click experience. In the same tradition, the in-game camera is game-controlled – the player never controls the view point. Instead, the game automatically tracks to the view that the player needs to continue game play. Personally, I prefer in-game camera control with 360-degree panning because it feels less restrictive; nonetheless, in-game camera control comes with its own set of problems (think Lara Croft up against a wall in
Legend), and
The Angel of Death studiously and mercifully avoids such distractions.
The Broken Sword series is beloved by adventure gamers, and for very good reason. The storyline and the character development are intense and vibrant, and the game play and puzzles are meaningful, immersive, and fun (if at times, a little difficult). Few corners are cut in key areas such as character design (George really is a beautiful and captivating man), lighting, textures, voices, sound, and soundtrack. Broken Sword: The Angel of Death, in spite of some minor mechanical issues and something of a lackluster demo, promises to be a rich, dense adventure experience and a must-play for any adventure gamer. Look for it any time now.