It's
1920s Paris and horrific ritualistic beheading has taken place in an
upscale hotel room. In steps detective Gus Macpherson, American
and general good guy, at the behest of a "mysterious and
sensuous" woman, whose sister and brother-in-law so recently became
headless in said hotel room. The police it seems are not putting
much effort into the investigation. And who can blame them?
They must have their hands full as it is a time of "clashing
ideas."
I
like the initial story but the almost artsy-fartsy description of
the background -- "taking place at the frontier of magic and
reality, between madness and sanity" -- kind of loses me.
Most gamers aren't art school grads. They may not know art but
they know what they like. Which leads me to my next point.
The
lead designer is Stephane Brochu, who also worked on Road to India. (A
game that our own Mark Leung described as, "a fiscal buffer [for
Microids] so that it can produce other more meaningful titles.")
Although Microids is emphasizing that Post Mortem (PM) will be their
second adventure game in 2002 that may not be a good thing. The
first game was Syberia, receiving nearly universal acclaim from just
about every PC gaming media around, including Armchair Empire.
Outdoing, or even trying to meet, the quality of Syberia will be a tough
task. I'm willing to give give Brochu the benefit of the doubt --
I just hope the team has learned from past forays.
Also
from the Road to India team is Maxime Villandre, heading up the art
department. PM should look and play much like the Myst games: high
definition pre-rendered scenes explored in a 360-degree manner.
Characters are modeled in 3D and rendered in real-time and there will be
several characters to interact with (judging by the 3,000 possible
question and answers). Plus, you'll play as two different
characters -- presumably Gus and the mysterious woman.
The
conversation engine promises to be flexible, "designed to take some
linearity out of the game." PM is also aiming to provide
multiple endings.
Multiple
endings are always a bit tricky. The Pandora Directive did a great job
incorporating the endings and making them make sense. With
strictly linear play, setting up an ending is a snap, but when the
narrative can branch problems can be run into -- like those Choose Your
Own Adventure Books. It will be interesting to see how PM manages
it. Will we see a successful investigation? A so-so
ending? A confrontation with the killer (or killers)? Get
the girl?
Post
Mortem will arrive soon, Fall 2002. (Hopefully, alive and kicking.)