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Post Mortem

Box shot

June 24, 2003

Platform: Windows PC
Developer:
 Microids
Publisher: DreamCatcher
Reviewed by: Jozef "NetDanzr" Purdes

 

 

Gameplay: [8] Graphics: [6] Audio: [7] Replay: [7] Overall: [7.0]

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All that Gus MacPherson wanted from life was to paint, hang out in the corner bistro and enjoy his retirement years in Paris of 1930s. He left his job prematurely after a complicated investigation back in New York turned him from a private detective into the prime suspect. After the case was closed, he left the town and decided never to be a part of an investigation again. His resolve lasted only until a mysterious woman showed up at his front door, told him the story of a decapitated sister and brother-in-law and waved a stack of dollars in front of his face.

This is how the highly expected mystery adventure from the creators of Syberia begins. The Microids team has created a rich film noir adventure, full of dark locations, the occult, magic and alchemy. Throw in a couple of ritualistic murders and turncoat characters to spice things up a little, and you get an engrossing adventure with great potential. While some of its potential remains unrealized, the game will remain in my memory as one of the most engrossing and original titles I have played in recent years.

Game mechanics Post Mortem is a first-person point-and-click adventure game. You will see the world through the eyes of Gus MacPherson, an American who retired in Paris. Depending on the shape of your cursor, you will be able to move through locations by a simple click, pick up or manipulate items and talk to people. During conversations, the game engine switches to a third-person view, in order for you to see your character as well.

As you start the game, you will be able to access only a limited number of locations on your map of Paris. During the investigation, the number of locations will increase, and you will often need to return to a place that you have already visited because your action somewhere else triggered a change there. Throughout the game, you will also collect items, some of which will be necessary to successfully conclude your investigation.

While most adventure games are heavily dependent on puzzle solving, this game concentrates on dialogue. According to Microids, there are about 6000 lines of spoken word, and I am inclined to believe that. The conversations are used to create the most unique aspect of the game – a branching storyline.

Unlike other adventure games, Post Mortem is neither linear nor featuring dead-ends. The developers paid a very close attention to making it possible to finish the game, regardless what position you are in. This allowed them to implement a dialogue system where your responses may trigger different reactions by the people you talk to. You may pretend to be someone else to gain a person’s trust, or you may insult them, and they will never talk to you again. While it may be frustrating when your key witness suddenly starts sulking, you will be always able to proceed in your investigation through a different route. This adds realism to the game, as well as much of the replay value.

In my case, this approach has given me something more: the opportunity to roleplay. In the average adventure game, I try to figure out what the developers intended me to do. I am acutely aware that the whole game is one big puzzle, and only by guessing what the creators had in mind, I will be able to solve it. This is not the case in Post Mortem. Once I got confident that there was nothing that could stop me from solving the mystery, I was free to become the main protagonist. Instead of leading Gus on strings, I became him and picked my answers that were most suitable to my personality, and not those that seemed to be the most correct. This was a very refreshing experience, and one of the reasons why I didn’t hesitate to play the game the second time.

Unfortunately, the game engine has its flaws. Probably the worst problem is that the dialogue does not always follow the different choices you made adequately. As a consequence, you will be able to ask about things that you were not supposed to know about, and learn about things you already knew. Considering the fact that there is no way to skip conversations, this may get a little frustrating after a while.

While the focus of this game lies with dialogue, Post Mortem still offers several outstanding puzzles, the vast majority of which is highly original, logical and very entertaining. You will not get into a situation where you would have to combine random items to achieve the proper effect that moves you forward in the story. Nor will you suffer from the lack of information or hints on how to solve the puzzle. There will be a few instances when you may work for a long time on a problem, only to hit your head when you solve it and yell out “of course,” but most puzzles are very well balanced between being too easy and too frustrating.

The puzzles range from picking a lock, through using an ancient alchemical formula, to create a certain potion, to spotting differences on two paintings. The only frustrating puzzle comes early in the game, when you will be forced to create a composite sketch of a suspect, based on witness descriptions. Unfortunately, the path I have chosen allowed only for a very basic description of a “man with a blocky chin, thick moustache, fighter nose and scary eyes.” Considering that I had to chose from several sets of eyes, noses, ears, hair, chins, mouths and moustaches, I came up with several dozens of possible combinations. Another witness, whom I was supposed to show the sketch to, only responded in a yes-or-no fashion. Had he guided me by telling what feature to change and how, this puzzle would have not been as frustrating as it turned out to be. This small annoyance is offset by the fact that the game features no timed puzzles or action sequences, which can turn a decent adventure title into a hybrid that nobody likes.

While great puzzles are an absolute necessity for a good adventure game, the most important factor is the story. Post Mortem impresses and disappoints at the same time. When I started playing the game, two other games popped into my mind as natural comparisons: Broken Sword: Shadow of the Templars and Gabriel Knight: Blood of the Sacred, Blood of the Damned. Broken Sword was a natural fit: it deals with a American in Paris who gets entangled into a web of deceit, involving the Templars, just like in Post Mortem. Gabriel Knight was another mystery game, also involving the Templars, and using a roughly similar system of traveling and character interaction. Both of these games had a much richer story than Post Mortem. Broken Sword featured a cartoonish and adventure-like story, while Gabriel Knight offered so much factual interaction that it could have been used as an educational tool.

The story in this game is neither too adventurous, nor well researched. However, it still has its unique charm, which makes it such a joy to play. Post Mortem is very down-to-earth and simple: it revolves around the lives of a few people, and it does not require you to save the world. This premise greatly influences the setting where the game takes place. The Paris in this game is full of people who go about their daily lives, and unless you drag them into your investigation, they don’t care about what’s going on. Even if they know more than you, there is no sense of urgency for them to tell you. Most people in this game are not really concerned whether you succeed or not, and this attitude of theirs adds a very refreshing flavor to the game. Regrettably, this laid-back storyline becomes a little too extreme when it culminates into one of the most anti-climatic endings I have ever seen in an adventure.

Interface A good adventure game depends heavily on an easy-to-use interface. Unfortunately, the one found here is not too user-friendly. While the main screen in adventures has been standardized years ago, various designers still use different approaches to inventory management. Post Mortem has one of the most frustrating inventory management screens ever. Because the storyline is so branched, you will pick up many objects that will be of no use to you. To make matters even worse, most of the objects you need are necessary only as proof that the man you framed is innocent. However, the game displays only five items at the same time, and you will need to scroll to find the item you are looking for. Towards the end of the game, this scrolling becomes very annoying. The frustration is further aggravated by the fact that many items are very similar, and so you will need to stop scrolling from time to time and move the cursor over an object and wait for a pop-up with its name. Often, I was quicker solving puzzles than finding the item I was looking for.

In what appears to be a bug, the notes that you will be able to take during the investigation do not display properly, either. Often, I got the message that a subject could not be found when I was looking through my notes, and had to resort to some more endless scrolling, in order to find the original note in my inventory. Doing so, I noticed that some of the original papers I picked up had the same content, even though they had different names. While these documents were not necessary to finish the game, they could have helped me to understand the story quicker.

Technical considerations On some systems, the game tends to crash or have a very annoying bug where the conversations are overlapping. A small patch, available on the game’s Web site, solves both problems. However, finding this patch was a puzzle on its own.

Normally, I would not praise a game for technological innovation. I don’t care much about graphics and sound, as long as the story is good and the game is engrossing. However, I have to point out a simple improvement in this game, which in my opinion is more innovative than yet another increase in polygon count or a more optimal frame rate. Upon installation, Post Mortem creates a saved games folder in the Documents directory, and by default stores all saves there. Every year I am losing saved locations from dozens of games, as I regularly back up only my Documents folder. By having my saved games by default there, I am confident now that Post Mortem will not be one of the victims of my computer’s next fatal crash.

Gameplay – 8 The strength of the game lies in the very refreshing down-to-earth story, branching storyline and very original and entertaining puzzles. I found the gameplay more enjoyable than that of Syberia, my top adventure pick of last year. Unfortunately, the weak interface and the very anti-climatic ending do not allow me to assign a perfect score to the game.

Graphics – 6 It is important to realize that while Post Mortem has been created by the company that brought us Syberia, the actual development team was entirely different. This results into the much weaker graphics used in this game. While the detailed backgrounds greatly enhance the film noir feel of the game and the cut scenes are actually reminiscent of Syberia, the game fails miserably during conversations. The characters are very blocky, and the lip-synching, one of the main selling points of the game, is almost non-existent. What you get are lifeless torsos, hands moving in a repetitive pattern and mouths opening and closing at random intervals.

Sound – 7 The music is superb. The ambient tunes sit in the background, and greatly enhance the atmosphere of the game. Unfortunately, an apparent bug makes the background music switch to a relatively loud 1930s jazz music for a few seconds at regular intervals, disturbing the atmospheric effect of the soundtrack.

When it comes to voiceovers, I always tend to compare adventure games to the already mentioned Broken Sword. That game featured very professional voices, which may have been slightly over the top with accents, but those were done with great care in order to enhance the cartoonish atmosphere. Sadly Post Mortem cannot compare. While the game features some excellent voiceovers, many of which sound very professional and authentic, the main character sounds extremely flat. I thought that he was simply putting the emphasis on the wrong words until I realized that he wasn’t using emphasis at all. During longer conversations, his monotonous voice had an almost hypnotic effect, so you may want to get a cup of coffee before starting the game.

Replay value – 7 Among modern adventure games, few achieve the same degree of replay value as Post Mortem. The game features three different endings, and two main paths to get to the end. However, two problems have hurt the replay value. The first is the relatively short gameplay. I finished the game in ten hours without any help, and I would expect people to spend no more than fifteen hours on the game. This may be good for a long weekend, but it does not justify the price of $30. The second problem is the inability to skip conversations. This is a major deterrent for trying to replay the game again in order to try a different approach in your investigation, as you already know the story and aren’t interested in hearing roughly the same dialogue again.

Overall – 7.0 Post Mortem is an excellent adventure game. While I would not recommend it to children, due to a very graphic display of the murder, everybody else should consider playing this title. The learning curve is low and the atmosphere engrossing enough for this game to be the perfect introduction to the adventure games genre. Veteran gamers will not be disappointed, either, as most of the puzzles have not been seen before. While I am not all too happy about the few bugs and weak graphics and sound of the game, this game still presents an attractive buy for everybody starved for a high-quality adventure games or people looking for a game-related gift. 

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Post Mortem PC Windows review on netjak.

 

 

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