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Review
Post
Mortem
Developer:
Microids
Publisher: The Adventure Company
Release Date: March 2003
Platform:
Review by Patrick O'Donnell
March 5, 2003
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It’s a dark and rainy night in Paris. You are McPherson, an
ex-P.I. who’s escaped the crime-ridden streets of New York
and a mysterious past in order to take up a new life as an artist
in the confines of a garret on the Left Bank. A troubled, beautiful
woman knocks at your door, you have a horrific vision of two decapitated
lovers in a blood-soaked bed, and you just know as you allow her
to enter your room that you are in for a very bumpy ride through
the shadows and hidden places of the City of Light.
Thus begins Post Mortem,
a noir adventure-thriller that takes you from the exclusive hotels
and five-star restaurants of Paris to back-street
bistros, a cult headquarters, the bloody scene of the crime, and
one of the best renditions of an insane asylum you’ll ever
see in an adventure game. Post Mortem is a beautifully rendered,
classic point-and-click adventure that allows smooth 360-degree panning
of every location and multiple conversation paths with dozens of
unique characters as you pick up the many clues that will allow you
to solve a complex mystery with all the gothic and shady trappings
one would expect of a Chandler or a Hammet. There are a scattering
of the usual puzzles—the dreaded tile puzzle (fortunately,
not too obnoxious), the hackneyed newspaper-under-the-door-and-pencil-in-the-keyhole-trick
to retrieve a key, an interesting alchemical conundrum or two, a
fumbling with lockpicks—but the heart of the game lies in gathering
the information and objects you’ll need to find out why an “innocent” American
couple have been ritualistically murdered at a high-class Parisian
hotel. Your skills as an artist are essential to solving the crime;
the touch of clairvoyance that causes you to have visions and nightmares
seems less crucial, but certainly adds to the mysterious and mystical
atmosphere of the game. In short, all of the ingredients are in place
for Post Mortem to be “as good as it gets” in the adventure
game genre, and it’s published by Microids to boot, who gave
us the wonderful Syberia not too long ago. Unlike Syberia, as should
be clear by now, this one is not for the kids—there are some
relative graphic scenes of violence that rightly earn Post Mortem its “M” rating from the ESRB.
So what’s wrong with this picture? The trouble comes in Post
Mortem when one recognizes that the game is something of an over-achiever.
In attempting to provide a few alternative routes through what is,
primarily, a linear game, the developers put into place static conversation
trees that have you, at certain points, asking questions about people,
places, and objects you haven’t discovered yet because you
visited location D out of five possible options before visiting location
B. Nor are there sufficient indications along the way concerning
what order you should follow in visiting or revisiting multiple sites
as the game unfolds: mid-game, Post-Mortem will not block you from
visiting a restaurant where you ask questions about an ancient artifact
before you have retrieved the clue in a dank apartment that provides
you with sufficient details about the artifact so that you can even
know what you are asking about. This leads to some serious confusion
and the experience of a phenomenon I have never encountered in an
adventure game—what might be called the “reverse red
herring,” where crucial detail seems irrelevant (rather than
the other way around), or where you’re learning about things
in a backwards fashion. Combine this with some bad translations (Microids
is a French company, and the game’s dialogues were clearly
written in French first and then translated into English), and the
game becomes something of a mess of false leads and fragmented clues.
It all comes out in the end, but in order to finish you’ll
have to traipse back and forth, Memento-like, trying to figure out
what should have come first and last in any number of disorienting
conversations. With patience you will get there, as long as you don’t
mind a little pixel-hunting along the way, and stop often to enjoy
the terrific visuals that Post Mortem has to offer.
Post Mortem is postmodern,
I suppose—you’re awash in
a sea of partial information that comes at you from all directions
at inopportune times—but I don’t think this was intentional,
and in any case it does not work in a game that in every other sense
is fully enjoyable only if you can trace the correct linear path
amidst branching options. The voice acting is passable; there’s
a bit of repetitious bobbing and weaving of character’s faces
in the attempt to match speech and gesture; but the stars here are
atmosphere, eye candy, and the attempt—not always successful—to
create a detective who is both an artist and a psychic. In the end,
the game is good fun despite its flaws, and a real treat for the
eyes. In a time when strong and appealing adventure games are at
a premium, this one looks good and is worth a look.
Final Grade: B-
System Requirements:
- Pentium II 350 MHz – Pentium
III 500 MHz recommended
- 64 MB RAM – 128
MB recommended
- 16X CD-rom drive – 24X
recommended
- 470 MB hard disk space
- 16
MB compatible Direct3D video card – 32
MB recommended
- DirectX 7 compatible
sound card
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