
Characters are moved with the cursor keys, while the WASD buttons have varying options depending on the object you want to The game has clearly been designed with a console audience in mind the keys are eerily reminiscent of the latest Zelda release on the GameCube - but this doesn't harm it whatsoever.

The best bit about The Sleeping Dragon is the control system, which manages to establish George's adventures in the third dimension while still having the same 'feel' as its 2D roots. At cliff-hanger moments the action skips between the characters until their stories entwine and the pair investigate together: opening doors, pushing blocks and talking to eccentric locals in places as varied as the Amazon, the Czech Republic, run-down Parisian theatres and the chocolate-box environs of Glastonbury in quaint Olde England.

Meanwhile, Nico (George's sexy French friend) is having a few problems of her own, havingīecome the second game heroine this year, after Lara, to be wrongfully arrested for murder in Paris. Here, his predilection for angering 'men with robes' is continued when he stumbles upon a murdered scientist, a giant ancient power source and a conspiracy that threatens the safety of the world itself. The game continues the adventures of George Stobbart, a blond-haired American who, in previous games, has had some run-ins with various secret societies. For point-and-click fanboys such as myself, a hell of a lot is riding on Broken Sword 3, and the good news is that the leap to 3D has been a fruitful one, even if the game itself won't set the world on fire. The fight-back, however, has begun and a resurgence of the old ways is in the offing, most of it depending on the commercial impact of both The Sleeping Dragon, the third instalment of the Broken Sword series, and the forthcoming Sam & Max game. The point and click had met its tragic end. Then those wicked graphics cards arrived, and all hell came with them - guns, bombs, swords, stealth, action and all kinds of 3D tomfoolery, whose confines wouldn't even allow for puzzles in which you had to hit a goat on the nose with a stick. In this pure and innocent decade (the '90s), simple folk could console themselves with the simple pleasures of the 2D point-and-click interface.

A time when you could leave your door unlocked without the fear of waking up next to a crack dealer who thought your bed looked comfortable.

There Was a time when all this was fields.
