Other than some second-act tedium, Syberia II is fairly well paced, with an ever-greater sense of expectancy as you near your final goal. Eventually, you'll help the ailing Hans travel into the great unknown to see if you can reach the fabled land of Syberia at last. Your travels eventually take you to a remote cave complex that houses a village of vaguely Eskimo-like people known as the Youkol. From there, you head into the snowy Russian wilderness where you'll encounter some ferocious wildlife and an old friend from the first game who makes a dramatic entrance. The game opens in the run-down Russian town of Romansburg, a tiny little frontier outpost overlooked by an imposing old monastery on a nearby mountaintop. In Syberia II, you continue your journey into the unknown aboard Hans' streamlined clockwork train, with the timid and sometimes peevish automaton, Oscar, again at the controls. Kate throws in her lot with the enigmatic Hans Voralberg. While this sequel doesn't quite capture the ineffable magic of the original game, it's still a strong follow-up that easily surpasses many recent adventures. In Syberia II, you lead Kate on her further adventures with Hans toward the legendary realm of Syberia, hidden somewhere in the distant East. By the end of the game, she had made the decision of a lifetime: to leave her promising career and thorny personal life behind to help a strange old man, Hans Voralberg, pursue his lifelong dream of finding a lost land of living mammoths. She began the story as a New York attorney sent to a small European town to close a business deal. Syberia also featured an unusually well-rounded, strong heroine, Kate Walker. The puzzles were mostly interesting and reasonable, tying in to the gameworld smoothly and naturally. The game's richly imagined, visually stunning world created a real sense of wonder and exploration. Above all, it captured a real spirit of adventure that many adventure games ironically lack. Syberia was a magical game that got just about everything right.
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