Upon its first release, it rivaled competing engines like LucasArts' SCUMM and Sierra's Creative Interpreter, due to its then high level of artificial intelligence.
Charles Cecil and Tony Warriner had worked together at Artic Computing, an English video game development company.
For Broken Sword: The Serpent's Curse a brand-new engine (VT7) was developed in order to deal with multiple platforms and, in particular, with screen resolution (the system is built on C++ and OpenGL, and a custom scripting-language to implement the game itself).
Compared to the Sierra titles, the engine became in this respect more sophisticated, a reason why Revolution did the conversion of King's Quest VI to the Amiga.
[11] All of the in-game objects (including non-player characters) in Virtual Theatre occupied space, which was a unique feature for an engine at the time.