The Making of Broken Sword: The Shadow of the Templars - "Paris in the Fall"
Revolution stayed true to the design principles on which their previous games were based. Apart from being a point-and-click adventure game using a 3rd person perspective, a serious story was combined with humor,30 and two main characters were juxtaposed.
By using historical facts a new element was introduced into the story design. Whereas Temptress played in medieval times and Steel Sky in the future, The Shadow of the Templars would play in the present. Like in Temptress, a kind of "time distortion" was created by playing with past and present. The game turned the idea of Temptress ("modern ideas in a medieval context") into its opposite (medieval ideas in a modern context). The change compelled the designers to find varied ways to implement the historical part of the story into the game.
By juxtaposing main characters the exposition could be hidden and humor and drama could be created through their dialogues. The technique can serve various purposes, and it was, as we shall see, used in a different way than in Steel Sky. The humor wasn't confined of course to the dialogues between the two main characters, for another, already familiar design principle was Implemented as well: a supporting cast with well-defined, often wacky characters. Though The Shadow of the Templars stayed close to the serious tone of the story, the look of the characters, the way they behave and speak play a big part in the way humor was added to the game. The comments by the main character and his dialogues with other characters, or the questions he could ask them about inventory icons (representing locations and items in the game), also often contributed to the game's humor. Another principle, already applied in the previous games, was putting the player under pressure, for instance by limiting the time in which the player could respond to a threatening situation.31
The Shadow of the Templars also added some new principles to the design concept by introducing a cross-border game world" and a cinematic style. The Broken Sword games also got a cartoony look, before the series would move from 2D to 3D (with the third Broken Sword game). Another renewal was the change from traditional linear music into interactive music.