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Preview
Still
Life

Preview by Shannon Hall
February 23, 2005
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IS THERE STILL LIFE POST MORTEM?
According to Microids,
creators of the award-winning Syberia series,
the answer is a resounding “yes”. Loosely connected
to the murder-mystery-turned-occult-conspiracy Post Mortem, Still
Life takes you forward to another crime and another time—along
with Gustav McPherson’s granddaughter, Victoria. If you’re worried
about leaving poor Gus and his tortured artist/clairvoyant soul behind, don’t
be. You’ll play both characters as the game progresses, and experience
two different locations and eras as well.
To say that the preview
copy piqued my interest is like saying my dog likes walks. You
may not know my dog, but you know a metaphor
for understatement when you hear it. From my seat, (or the edge of
it, rather) it looks as though Microids has achieved that elusive
balance between gripping story line, amazing graphics, and relevant puzzles. It’s the kind of game that makes you feel as though
you’re actually participating in a mystery, not just idly clicking
your way through excuses for puzzles masquerading as a plot. By now
you’re probably just dying to know what makes it so great,
so let’s get down to business, shall we?
You’ll begin the game as modern-day Victoria, a brilliant
young FBI agent tracking down the killer who’s left 5 gruesome
bodies in his wake. Needless to say, you’ll have quite a few
more tools to work with. Hey—the world has changed since Gus
was gum-shoeing the streets, and Still Life takes advantage of the
forensic advances Gramps didn’t have. Gus’ circumstances
have also changed (or did change, depending on how you view it.)
He is now/was a PI of some esteem in Prague, investigating a series
of murders eerily similar to those his Granddaughter will face/ is
facing in 2005.
This dichotomy between
old and new is the perfect set-up to create game that has breadth,
depth, and more than a little grit. As you
can see from the screenshots, the graphics convey this concept beautifully.
Much attention has been paid to detail, especially in the depressingly
romantic1920’s Prague. Once-majestic architecture is covered
in grime, creating the perfect symbol for a once-affluent community
that now only the desperate, the hopeless, and the disaffected can
call home.
Contrast that with Victoria’s Chicago, which is high-tech
and shiny on the surface, a thin veneer that barely hides the kind
of grit and grime displayed openly in Prague. Victoria is very much
at home in this atmosphere, and it seems as though more than a generation
stands between her and mild-mannered, soft-spoken Gus. She’s
gutsy, ambitious, and never shies away from a well-placed quip. Catchy
come-backs aside, her attitude is also a veneer that hides a nature
deeply affected by the world and events surrounding her.
No matter which character
you’re playing at the time, you’ll
notice many differences between Still Life and its predecessor. They’ve
dropped the first-person perspective in favor of third, completely
changed the graphics and puzzles, and have done away with the make-the-wrong-choice-and-you’re-toast
dialog tree. According to writer and lead designer Mathieu Larivière,
the only thing these two games have in common is Gus.
Gone, for example, are
the dark, eye-squinting graphics of Post Mortem. Larivière says, “We stayed away from that film
noir ambiance in Still Life.” He went on to cite films such
as Saving Private Ryan, Seven, and especially The Ring as inspirations
for this project. This inspiration shines through in the sometimes
gruesome, always beautifully-rendered cinematics that pull you into
the game and keep you there. Though the worlds that Victoria and
Gus inhabit may be poignant, you’ll be very reluctant to leave
them.
As mentioned earlier,
Still Life takes a radically different approach to conversation,
a development Larivière believes will please
a lot of players. Instead of being given game-altering options, you’ll
have a mouse indicator showing whether you can spur business-oriented
conversation, or off-topic conversation with a right click. “So
basically the players who want to finish the game without endless
conversations…can,” he adds. “The only thing they
will miss out on is character depth.”
While the game itself if layered with mystery, game play itself
is fairly simple. The point-and-click interface is very easy to manage,
with the cursor changing to indicate movement, possible actions,
whether an item can be picked up and examined, etc. Inventory consists
of a briefcase of sorts for carrying items, a file folder for storing
documents, and a journal for storing dialog and key points. If interruptions
from your dog, cat, or significant other cause you to miss an important
clue, no problem. You can read through it all at your leisure.
So it seems that Still
Life has taken a great game and run with it-- all the way to the
next level. It’s a safe bet to say
that if Post Mortem kept you on the edge of your seat, Still
Life will kick the chair out from under you. In fact, this game (which,
by the way, is rated M for Mature), has only one down side: you won’t
be able to play it until Microids’ projected release date of
April 14th. If that creates a painful contrast with the fact that
you want it NOW, consider yourself simply preparing for the game.
   
  
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