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Puzzle · Retro

Broken Sword: The Shadow of the Templars

It trades reflexes for reasoning — and forces you to think like a journalist, not a hero.

Worth your time?4/5Yes.Play the whole thing.What works, what does not, who it is for ↓
10:29in productionCh. 1 · Who You Are, And How You Move/ 10:29 · ceiling 15 min
4 chapters · 10:29Ceiling 15:00

The brief is written and checked. The video joins this page when it is cut.4 chapters · 1 min read · 10:29 planned

Read the brief

Broken Sword: The Shadow of the Templars is a 1996 point-and-click adventure game developed by Revolution Software. It stars George Stobbart and Nicole Collard in a globe-trotting investigation sparked by a bombing in Paris. Players solve puzzles using a point-and-click interface, hand-drawn environments, and dialogue-driven exposition. Death is possible — a rarity for its time — and saves are manual. It launched on PC and PlayStation in 1996, with a Game Boy Advance port in 2002.

Chapters & takeaways4
  1. 1:10
    Who You Are, And How You Move

    You play George Stobbart — an American tourist turned investigator — in a 2D, third-person world you navigate entirely by pointing and clicking.

  2. 2:45
    The Logic Loop

    Puzzles are solved by collecting, combining, and applying items — then testing them against people, places, and things.

  3. 4:27
    Navigation And Consequence

    A growing map guides you across borders — but death resets you to your last save, with no checkpoint safety net.

  4. 5:34
    Form Follows Narrative

    Hand-drawn art and story-first design defined its 1996 PC and PlayStation release — and its 2002 Game Boy Advance port.

1 more chapterFewer chapters
Worth your time?

Yes. Play the whole thing.

4/ 5
What works
  • hand-drawn-art-supports-atmosphere-and-character-expression
  • tightly-plotted-story-delivered-through-dialogue-and-environmental-detail
  • puzzles-rooted-in-logic-observation-and-narrative-stakes
What does not
  • death-mechanic-adds-tension-but-no-meaningful-consequence-beyond-repetition
  • map-is-functional-but-not-spatially-intuitive
  • dialogue-trees-are-static-no-branching-outcomes
  • inventory-interaction-is-limited-to-single-use-combinations
Play it if
  • players-who-value-strong-writing-deliberate-pacing-and-contextual-puzzle-solving
  • players-who-dislike-backtracking-fixed-save-points-or-dialogue-driven-progression
Skip it if
  • players-who-need-constant-feedback-adaptive-difficulty-or-mechanical-novelty
Who should play it, and who should skipHide who it is for
The written brief1 min read

What the game is

A 2D, third-person, point-and-click adventure game released in 1996. It follows American tourist George Stobbart and photo-journalist Nicole Collard as they investigate a bombing in Paris and pursue a conspiracy across multiple countries.

How it actually plays

Players guide George Stobbart with a point-and-click interface. They click on inventory items and environmental objects to gather clues. They combine items, use them on the world, or give them to NPCs. Conversations unfold via dialogue trees triggered by ‘conversation icons’. Navigation happens through a map that expands as the story progresses. Death is possible — a rare constraint for 1996 adventure games — forcing restart from the last save point.

What works

The hand-drawn graphics support expressive character animation and atmospheric locations. The story is tightly plotted, with exposition delivered through NPC dialogue and environmental detail. Puzzles rely on logical item use and observation — not pixel hunting — and are anchored in the narrative’s globetrotting stakes.

What does not

The death mechanic adds tension but no meaningful consequence beyond repetition. The map is functional but not spatially intuitive. Dialogue trees are static: no branching outcomes, no player agency in tone or direction. Inventory interaction is limited to single-use combinations — no experimentation or emergent use.

Who it is for, and who it is not

For players who value strong writing, deliberate pacing, and puzzle-solving grounded in context. Not for players who need constant feedback, adaptive difficulty, or mechanical novelty. Not for those who dislike backtracking, fixed save points, or dialogue-driven progression.

Is it worth your time

Yes — if you want a tightly written, globe-trotting mystery with hand-drawn art and puzzles rooted in observation and logic. No — if you expect modern pacing, fail-safe design, or mechanical variety beyond pointing, clicking, and thinking.

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Up next in Games

Broken Sword II: The Smoking Mirror

Revolution Software · 1997 · 9:35

A tightly wound puzzle box disguised as a globetrotting thriller—its rigour is its reward, not its flaw.

9:35