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About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Post Mortem' - Screens

by Rainier on Dec. 15, 2002 @ 12:01 p.m. PST

Keep an eye open and don’t turn off the lights ... there might be something behind you! The game is set in Paris, between the two World Wars, a time that would change the world forever, a time of clashing ideas: new versus old, strong versus weak. Microids brings you another adventure game by the name of Post Mortem, and today we have 20 more screens for you to enjoy!

It is also a time of upheaval in the world of arts and philosophy, with Paris at the center of an unprecedented cultural revolution. A time where the old beliefs in magic and the occult are pushed aside by science. The story is taking place in a film noir atmosphere at the frontier of magic and reality, between madness and sanity.

Post Mortem’s story begins when Gus Macpherson, an American detective who decided to move to Paris, is hired by a mysterious and sensuous woman to find out who murdered her sister and her brother-in-law. It seems that both have been beheaded in a ritualistic way in a chic hotel room. The women claims that the police are bungling the case and that she would feel better if someone else was handling it.

“With Post Mortem we tried to tell a story that would both be imaginative and historically accurate,” stated Stephane Brochu, Lead Designer, Micro├»ds. “We also veered away from the traditional static adventure genre by having a more dynamic action-driven scenario. The player will find himself driven by the need to discover who is behind the series of murders rather than exploring new areas.”

Features

  • First-person perspective
  • 20 3D real-time characters
  • Over 15 hours of gameplay
  • Non-linear storyline offering different paths for the completion of the case
  • Multiple endings
  • Natural Dialog Engine. This tool takes away the whole linear concept behind traditional conversations in adventure games. As a result it is thus possible that the player will find himself in front of somebody who just refuses to talk to him. It is up to the player to find a way out of this situation.

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