The Golden Compass (video game) facts for kids
Quick facts for kids The Golden Compass |
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Developer(s) |
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Publisher(s) | Sega |
Director(s) |
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Producer(s) |
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Designer(s) |
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Programmer(s) | Martin Jensen |
Artist(s) | Jonathan Gwyn |
Writer(s) | Dalan Musson |
Composer(s) | Jamie Christopherson |
Platform(s) | PlayStation 2, PlayStation 3, PlayStation Portable, Wii, Xbox 360, Windows, Nintendo DS |
Release date(s) | PS2, PS3, Wii, Xbox360, DS PSP & Windows |
Genre(s) | Action-adventure, puzzle |
Mode(s) | Single-player, multiplayer (DS only) |
The Golden Compass is an exciting action-adventure and puzzle game released in 2007. It was made by Shiny Entertainment for many game consoles like PlayStation 2, PlayStation 3, PlayStation Portable, Wii, Xbox 360, and Microsoft Windows. Another company, A2M, developed the version for Nintendo DS. Sega published the game on all these platforms. It came out in Europe in November 2007 and in North America in December 2007.
This game is based on the 2007 movie The Golden Compass. It also takes ideas from the 1995 book Northern Lights by Philip Pullman. The game was released before the movie. Because of this, some parts of the story are a bit different, especially near the end. The game even includes scenes not seen in the film. This allowed the game to show more details and themes from the original books.
The game got mostly negative reviews when it came out. Many people felt the story was hard to understand if you hadn't seen the movie or read the book. Some also pointed out issues with the graphics, how the game played, and some bugs.
Gameplay Basics: What You Do
The Golden Compass is an action-adventure and puzzle game. You play from a third-person view, meaning you see your character from behind. You can control two main characters: Lyra Belacqua with her special animal companion, Pan, or the strong armored bear, Iorek Byrnison.
Playing as Lyra and Pan
When you play as Lyra, your tasks often involve jumping between platforms, using stealth to avoid enemies, and solving puzzles. A key part of playing as Lyra is using Pan's amazing ability to change shapes. Pan can turn into four different animals, and each form has a unique power:
- Ermine: This form gives Lyra "Insight." It helps her find hidden information, special spots, and secrets in her surroundings.
- Sloth: In this form, Pan's "Whip" ability lets Lyra swing from poles. This helps her reach places she can't jump to on her own.
- Hawk: The "Glide" ability of the Hawk lets Lyra fly short distances. This is useful for crossing gaps that are too wide to jump.
- Wildcat: The Wildcat's "Climb" ability allows Lyra to climb certain walls. This helps her get to areas that are otherwise out of reach.
You often need to switch Pan's form quickly, even in the middle of a move. For example, you might swing from a pole as a Sloth, then immediately change to a Hawk to glide to a platform.
Evasion and Deception Challenges
Lyra's levels also feature special mini-games called Evasion and Deception.
- Evasion Games: These happen if an enemy spots Lyra. You need to press buttons quickly as they appear on screen to help Lyra escape.
- Deception Games: These are more common. They happen when Lyra is talking to someone and trying to trick them. The better you play the mini-game, the more successful Lyra is at deceiving the person. These mini-games can be different, like matching symbols, catching falling icons, or playing a game similar to "Whac-A-Mole."
Using the Alethiometer
Another important part of Lyra's gameplay is using the alethiometer. This is a rare device that tells the truth. Once you get it, you can ask it specific questions. The alethiometer has 36 symbols around its edge, and each symbol has three meanings. You learn these meanings as you play the game. Some meanings are learned automatically, while others you have to find yourself.
To ask a question, Lyra is given three words, and each word is linked to a hand on the alethiometer. If Lyra knows the symbol for a word, the hand moves to it automatically. If she doesn't know a word, you have to guess the symbol. Once all three hands are set, you confirm your choice, and Lyra asks the question. Then, a balancing mini-game starts. You need to press buttons that match what you see on the screen. The more symbols you got right at the start, the easier this balancing game will be. If you finish the balancing game successfully, the alethiometer will give you the answer.
Playing as Iorek Byrnison
When you control Iorek, the gameplay changes. His levels are mostly about fighting enemies up close. He uses his strength and armor to defeat opponents.
Story Overview: Lyra's Adventure
The game's story begins with Lyra Belacqua, her animal companion Pan, and the armored bear Iorek Byrnison in a snowy land. They are being chased by wolves. Iorek defeats the wolves, and they go to a nearby camp to rescue a boy.
Two Months Earlier: Jordan College
The story then jumps back two months. Lyra and Pan are in her room at Jordan College. They talk about her uncle, Lord Asriel, who is coming back soon. Lyra then sneaks away from her caretaker to play. She spends time with her friend Roger Parslow and some Gyptian boys. Lyra decides to sneak into the Master's room to watch Asriel's presentation. She hides in a closet and sees Asriel show a picture from his travels. It shows "Dust" falling from the sky. Asriel later finds Lyra and tells her he is going on a difficult journey.
Meeting Marisa Coulter and the Alethiometer
Lyra soon meets Marisa Coulter. Before Lyra leaves Jordan College, the Master gives her an Alethiometer. He tells her that Coulter must not know about it. While exploring Coulter's apartment, Lyra finds a paper with many children's names, including Roger's. The paper has the name "General Oblation Board" on it. Lyra realizes that Coulter leads this group. This organization takes children, supposedly to stop them from becoming "bad" adults. Lyra and Pan quickly run away.
Escape and New Friends
Coulter sends men to get Lyra and Pan back. But some Gyptians save them. Lyra and Pan start living on the Gyptian ship, the Noorderlicht. Lyra learns how to use the Alethiometer better than any adult. The witch queen Serafina Pekkala visits Lyra. She tells Lyra where the General Oblation Board has taken the missing children. The next day, the Noorderlicht stops at Trollesund. There, Iorek and Lee Scoresby, a Texan balloon pilot, join them.
Journey to Bolvangar
The group travels north towards Bolvangar, where the children are held. Lyra uses the Alethiometer and gets a message about a cabin by a lake. She sneaks away from the camp with Iorek. Inside the cabin, they find a child who has been separated from their animal companion. This process is called "Intercision." It is done by the Magisterium, a powerful religious group. Lyra learns from the Alethiometer that another child is nearby in a camp. She and Iorek go to save him. This is when the game shows the opening scenes again. Lyra, Iorek, and the two children return to the Gyptian camp. The two boys are reunited with their families. However, the camp is attacked, and Lyra is captured.
Inside Bolvangar
Lyra is taken to the General Oblation Board's facility in Bolvangar. There, she meets Roger again. She is then brought to see Coulter. Lyra lies to Coulter, saying she was forced to leave the apartment. She also pretends she cannot understand the Alethiometer. Lyra then escapes from Coulter, sets off a fire alarm, and destroys the Intercision machine. With the facility in chaos, the children run outside. Meanwhile, Iorek and an army of witches led by Serafina destroy the facility.
To Svalbard and the Armored Bears
Lyra, Scoresby, and Serafina travel to Svalbard to find Asriel. During a snowsquall, Lyra falls overboard. Two armored bears capture her. In a Svalbard prison, she learns that Asriel is a prisoner of King Ragnar Sturlusson. However, Asriel is allowed to continue his experiments because Coulter asked for it. Lyra uses the Alethiometer and learns that Iorek is coming to rescue her. She cleverly tricks Ragnar into seeing her. She claims she is Iorek's animal companion, created in an experiment. Since armored bears do not have animal companions, Ragnar is angry that Iorek has something he cannot. Lyra tells him that for her to become his companion, he must kill Iorek in a fight. So, Ragnar orders his guards to let Iorek approach. Iorek and Ragnar fight, and Iorek wins, becoming the new king of the armored bears.
Facing Asriel
Lyra, Pan, and Roger then go to see Asriel. At first, Asriel is very angry that Lyra has come. But when he sees Roger, he calms down. Lyra gives him the Alethiometer, and she and Roger go to bed. The next morning, Lyra wakes up to find Asriel and Roger gone. Using the Alethiometer, she learns that Asriel plans to perform an Intercision on Roger. This is to create enough energy to open a portal to a parallel universe. Lyra, Pan, and Iorek set out to stop them. They reach Asriel's location in the far north. Iorek allows Lyra and Pan to go ahead and face him.
See also
In Spanish: La brújula dorada (videojuego) para niños