Syberia: half phisolophical narrative and half an one to travel

Syberia: half phisolophical narrative and half an one to travel

There are some articles that are close to our hearts and that we love to write. This is undoubtedly one of them. Syberia is not a point-and-click license like any other; it is a saga with sharp writing and artistic direction from start to finish. We owe this universe to one man in particular: the late Benoît Sokal, who passed away in 2021 at the age of 66 after a long battle with an illness.

This creator made a lasting impression both as a comic book author—notably with the Canardo series—and through video games, with works such as L’Amerzone, Paradise, and of course today’s subject: Syberia.

Whether you’re a fan of point-and-click games or not, it’s hard to remain indifferent to this saga. Despite its immense success in the 1990s and 2000s, this type of game has since become secondary in the gaming landscape, with a few rare exceptions.

2002: the beginning of a great journey

The first entry was released in 2002 on PC, then the following year on PlayStation 2 and Xbox. It plunges us into a small alpine village called Valadilène, in the midst of a funeral. From the very first minutes, we understand that the universe blends the present, past, and future: automatons are present throughout the town to perform various tasks.

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