Sazanamistyle: I actually agree with this appraisal of the first Syberia. I've never played Syberia 2, but I do remember a lot of adventure games from that period had this going on to the point where it seemed like a trend. Still Life, Syberia, The Longest Journey, and so on bled into games like A Vampyre Story and Gray Matter. Not that making more games with female protagonists isn't a positive development, but of those I thought Syberia was the weakest.
If I'm going to warm to an adventure with really limited interactions and where the characterization of places and characters is so little reflected in what I can click on with my mouse, I'd at least want a clearer definition of what I'm doing. Syberia was more bewildering than mysterious and I felt like I was locked up in my aunt's attic with a bunch of toys from a bygone era and several of her friends speaking about people and places I couldn't understand. It was frustratingly designed, although beautiful and really quite a shallow game. There were a lot of other games from that period that did a much better job with the ethos it had going.
Kamamura: Exactly. My idea of a good adventure game is Monkey Island, Blackwell series, Gemini Rue, Dreamweb, Gabriel Knight, stuff like that.
Lot's of stuff to examine, witty comments, dynamic plot, development of characters and their relations, such things.
Those games consisting of a lonely cute female leisurely jogging through a statically rendered 3D scenes where only the item necessary to push the plot forward is interactive are abominations.
Plus I hate arbitrary puzzles!
That's the point of the game. It's like a cold winter dream. It's not about crazy, whimsical adventures ala Monkey Island. It's a journey of a person following his/hers dream no matter how ridiculous it might be. At times it's really surreal but still comprehensible.
If you can't slow down, you wont enjoy the game.
Also, i detect allot of negativity towards the female protagonist. Her being "cute" was never a selling point of the game.