Broken Sword as a franchise was an oft-heard name last decade when the
PC version debuted in the very beginnings of the adventure genre slump.
Known then as Circle of Blood, it garnered critical praise but failed to
really capture a popular audience; an audience already disillusioned
with the offerings of then adventure gaming stalwart, Sierra Online.
Now rechristened more appropriately as The Shadow of Templars, Broken
Sword is transformed into a handheld title. The story continues to
follow George Stobbart, a rich pampered American tourist with a
journalistic eye, who happens to be lounging along the sunny cafés of
Paris. By chance, he witnesses an odd event, whereby a suspicious clown
steals something from a café patron and consequently bombs the café
itself, killing the patron and earning the ire of Stobbart. It's rather
bizarre for a tourist to chase down an odd clue to a murder on vacation
but Stobbart's character and the story itself exudes a Hardy Boys-like
naiveté, subsequently growing into a much more complex tale.
Templar will take Stobbart through many locales in Europe in his attempt
to track down the holders of the manuscript, which dates back to the
medieval order of The Knights Templar. While Templar is a mystery
adventure game through and through, its story incorporates a great deal
of factual history on the Knights Templar making its conclusion all the
more tantalizing to uncover. For much of Templar, Stobbart will be
conversing with people. Unlike the original PC version, there isn't any
dialogue spoken in this GBA translation. Conversations are carried out
in text and Stobbart's responses, whether to the negative or positive
are answered via a quick thumbs up or thumbs down. This convention,
found in the game's antecedents, translates wonderfully into the
handheld game. It is refined even more so by Revolution, the developers
of the GBA edition.
Even without the speech, which was quite hackneyed when it first came
out in the mid 1990s, the GBA version maintains a high quality of
penmanship. We can come away from Templar with memorable quotations and
moments of Stobbart and the various characters he meets, not because of
any visual trickery or impressionable speech but because of the writing
involved. The aristocratic Lady Piermont, the self-assured Sergeant
Moue and sinister Grand Master are individuals that will resonate to
Templar players because of this: the ability for the text to flesh out
and embody the different figures Stobbart meets. This is on par with
some of the best written games and here, I'm thinking on the levels of
Planescape: Torment or Fallout.
Pay close attention to how the relationship between Stobbart and his
female companion, Nicole Collard, work. They grow more intimate in
tandem and Nico, as we come to know her, is not only crucial to becoming
a companion for Stobbart but also acts as a plot device, subtly prodding
Stobbart in the right direction when the gamer is completely at loss of
what to do. Note also how the conversations are lengthy and people
often talk to each other, instead of reciting a few lines to talk at one
another. Stobbart is patient and often, it takes many tries to elicit
anything useful from a character. This isn't a design flaw but part of
the dramatic design that is exuded in every corner of this game. In the
beginning, for example, a quick flash of the police business card can
garner you quite different responses. In turn, the difference in tone
is easily detected even though no one is really talking out loud.
Sometimes, and developers these days are quite often forgetting or
simply ignorant, the easiest way to convey atmosphere and depth of
character is through the written word; tapping into the imaginary
recesses of our minds, rather than forcing down a contrived or fixed
view of what the developers think needs portraying. On the GBA, that's
almost crucial because of the limited hardware involved and the fact
that Templar is still based on something that is close to a decade old.
The visuals that remain, however, are not to be looked down upon in
disdain. Templar carries the colorful tradition of the original. One
of the things that struck me most when Circle of Blood came out was its
unique style. It was like the Don Bluth answer to Disney, something
utterly different from what I had always expected from an adventure
game. The usual style, flare and mechanics of the King's Quest, Space
Quest and Quest for Glory were always relatively the same, until quite
late in Sierra Online's adventure production period. Templar's take on
the classic adventure genre is still fresh today. I liked the fact that
each background was meticulously hand-drawn. The attention to detail is
particularly attuned to the intricacies of European architecture. The
only drawback is the inability to find all the requisite hotspots that
need attention in a particular scene.
Intuitive controls, however, saves the player from this frustration. In
Grim Fandango, the protagonist was able to twist and turn his head to
focus on things that need attention. The animation of Stobbart,
although well done, is not as advanced as that recent game. Instead,
the right shoulder button is used to cycle through these hotspots. It
works equally well and is indicative of the care the developers have put
into this game. Another positive trait about Templar is the ability to
save. Taking a page from the Circle of Blood on the PC, Templar allows
you to save anywhere and not just at specific save points or with save
keys. This lets pick up the game anywhere you like and doesn't force
you to complete a pre-determined amount of the plot.
This is crucial because regardless of any platform, finishing Templar is
a long affair. On the handheld, this length is exaggerated but the time
it takes to build a comprehensive story based on Knights Templar lore is
well worth the wait. Your effort in finishing it won't be wasted at
all. There's not much in the way of replaying the game but Templar is
so satisfying you won't regret going through it again. The
conversations, while not as sophisticatedly varied as the PC version,
still carry some forked paths that are interesting enough to run through
on a second try.
There are few aural effects in Templar that are significant enough to be
critiqued. On the other hand, Templar features the original soundtrack.
Unlike other GBA ports, the soundtrack managed to escape MIDI
bastardization that is so common on this platform. The music, though
not sweeping in any sense, is subtle. Its commentary is always reserved
but in instances where it is required to supplement the mood, it answers
effectively.
Revolution has actually done a lot more than simply port the game. The
visuals, although in concept are all faithful to the original, are in
fact redrawn, repainted and reframed specially for the GBA. The result
is wonderful and if you take a look at the Templar website, you'll see
the difference between the coloring in the PC and GBA editions. The GBA
scenes are more vibrant to cater to the dark nature of the device's
screen. Again, Revolution's meticulous care shows through.
Holistically speaking, this is what makes Templar such a great work of
art on the GBA. Its patience, maturity and depth are some things that I
rarely see, if at all, on this platform. True, the title is based on
something that was released in the last decade; a long time ago-almost
ancient in game terms. In this day and age, where every work seems to
be a vapid 3D clone of others, there doesn't seem to be any title that
exudes a unique personality or style like the one Templar is able to
convey. Thus, while Templar's precursor may have been merely good when
it was initially released, in the face of new competition from much
shallower titles, it is even better, like Citizen Kane's positive
reappraisal. Revolution's Templar is a powerful elegy to a genre that
is sorely in need of a reminder of its former status.