
After returning to the quiet streets of Paris to pursue a life of painting, Gus Macpherson could not escape his true art…
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Polish, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
ass
This game was one of my favourites as a child, and it still is now. It's a great story with surprising plot twists, stunning visuals and excellent design choices.
Решил поиграть в предшественника Still Life - оказалось по-другому, но не менее годно, рекомендую
Post Mortem, developed by MC2 and published by Microids, is a 2002 noir-inspired point-and-click adventure that stands as both a fascinating artifact of its era and a spiritual predecessor to the better-known Still Life series. Set in 1920s Paris, the game introduces players to Gus MacPherson, a former New York detective turned painter who has fled the chaos of his old life for the solitude of art. His peaceful existence is abruptly interrupted when a wealthy woman named Sophia Blake hires him to investigate the brutal murder of her sister and brother-in-law in their hotel room. What begins as a seemingly straightforward detective case quickly spirals into a dark labyrinth of occult mysteries, psychological intrigue, and hidden conspiracies that blur the line between reason and madness. The game’s opening moments establish a strong sense of atmosphere that carries through much of the experience. Paris is rendered with a painterly touch, filled with the kind of gloomy lighting and old-world charm that evoke the feeling of classic noir cinema. The player navigates through 360-degree panoramic environments, each scene frozen in time yet filled with meticulous detail. The Hôtel Orphée, the morgue, the artist’s studio, and the shadowy backstreets all serve as extensions of the game’s brooding tone. This visual presentation was impressive for its time, rivaling contemporary adventure titles like Syberia in terms of detail and environmental immersion. Even today, the hand-crafted backgrounds maintain their allure, capturing a unique blend of romantic decay and existential dread that defines the story’s mood. The sound design reinforces this atmosphere with haunting ambient tracks, echoing footsteps, and a subdued orchestral score that underlines the tension without overwhelming it. Gameplay in Post Mortem follows the traditions of the early 2000s adventure genre, where exploration, dialogue, and puzzle-solving form the backbone of progression. Players click through environments, gather evidence, question suspects, and assemble clues to reconstruct the crime. In theory, the investigation is open-ended, allowing multiple approaches to certain problems—whether through logic, charm, or brute persistence. This ambition, however, is undercut by uneven execution. Some puzzles offer clever deductive reasoning, while others rely on pixel-hunting or obscure item combinations that strain logic. The interface, while intuitive at first glance, can feel sluggish due to slow camera transitions and a lack of feedback when interacting with objects. Yet when the game’s design works as intended, it captures the slow, methodical satisfaction of unraveling a mystery piece by piece. What makes Post Mortem particularly memorable is its willingness to venture beyond mere detective work into surreal and metaphysical territory. As the investigation deepens, Gus begins to experience strange visions—images of death, art, and ritual that blur the boundary between the natural and the supernatural. The narrative gradually morphs from a grounded whodunit into an exploration of obsession, guilt, and the human fascination with immortality. The murder case becomes a lens through which the game examines broader questions about morality and the corruption of faith. The story’s second half introduces elements of the occult and secret societies, drawing on mythic and esoteric symbolism reminiscent of the Knights Templar and Renaissance mysticism. While these themes add depth and intrigue, they also make the narrative feel disjointed at times, with tonal shifts that can catch the player off guard. Still, the ambition of its storytelling remains commendable, especially for an adventure game of its time. The weakest aspects of Post Mortem are its dialogue and localization. The game was originally written in French and translated into English with inconsistent results. Many lines sound awkward or grammatically incorrect, which detracts from the immersion and sometimes confuses key plot points. The voice acting suffers from similar issues, ranging from wooden to unintentionally comical. Conversations often lack emotional cadence, and some lines are delivered in a flat monotone that undermines otherwise powerful moments. Compounding this is a dialogue tree system that occasionally presents out-of-sequence questions or repeats previously answered topics, creating a sense of disconnection between the player’s actions and the narrative flow. These flaws make the story harder to follow than it should be, though patient players can still appreciate the underlying mystery. Despite its shortcomings, Post Mortem possesses a distinctive identity that separates it from many other adventure games of its time. Its noir aesthetic, psychological undertones, and atmospheric world-building create an experience that feels both eerie and personal. The game’s pacing rewards methodical players who enjoy sifting through dialogue and exploring every corner of a mystery. Those who can tolerate the dated mechanics and imperfect translation will find a story that, while messy, is undeniably compelling. Its blend of detective work and supernatural overtones laid the groundwork for Microids’ later success with Still Life and Still Life 2, which expanded and refined many of its ideas. Revisiting Post Mortem today reveals a game that is imperfect but fascinating—a flawed gem from an era when adventure developers still experimented with narrative structure and philosophical themes. It is not the most polished or accessible mystery game, but it is one filled with ambition, mood, and atmosphere. Its rich visual design, haunting premise, and willingness to challenge expectations make it worth exploring for fans of classic adventure storytelling. For players who can look past its technical limitations and occasionally clumsy dialogue, Post Mortem offers an absorbing descent into the darkness of human imagination and the secrets that lie beneath the surface of art and murder alike. Rating: 6/10
I'm not an adventure game veteran. Almost all of my experience is from playing Space Quest and Leisure Suit Larry as a kid at my grandma's house (yes...), or porn games on f95. This is not a good adventure game. It's not a good game at all. For something that's mostly dialogue driven with pixel hunting filler, the logic gaps are far too wide to be anything but gameified ♥♥♥♥♥♥♥♥. Conversations occur out of order and characters reference events or lines of thought that I know nothing about but I'm clearly expected to have known from a prior scene with someone else. The puzzles are obscenely obscure and I refuse to believe a single person naturally figured some of them out without clicking everything at every point and randomly discovering the answer. I'm not a graphics snob, but this game is ugly. Wikipedia says eight graphic artists and five animators worked on the visuals and that the whole thing was done in ten months. I'm guessing the entire graphics team was perpetually drunk or had all been recently concussed. Atlantis: The Lost Tales uses the same gameplay concept and not only is it five years older but it looks five times as good. The story is fine, I guess, if you're exceptionally bored or this is literally the only adventure game you haven't played. The ending I got, supposedly the best one, was dumb and dull. Even if you get this game for its usual sale price of a few cents, don't even bother.
[b]Post Mortem[/b] is an old school point and click adventure with a dark atmosphere. In the game you investigate the gruesome double murder in a hotel, which gets more and more complicated with each collected clue. While its story is interesting to follow, the whole game is bogged down by nuances. The dialogue system feels broken, at the start of the dialogue you can choose questions that you didn't even know you had, because they actually follow from some other questions. It makes the whole dialogue seem like a disjointed mess. Some of the questions are also very long and when you choose to ask them you have to see your character voicing the question again. Furthermore you can't skip any dialogue lines. When it comes to puzzles the game has an awful case of pixel hunting and moon logic at work. You either stumble at solutions by luck or by following a walkthrough. The inventory system is strange, it shows you the icon of the object but it's not always easy to figure out what it is from the small pixelated picture. And the amount of the objects you collect is too big for the inventory so you have to slowly scroll to find the right item. Even though the game could have easily just removed most of no longer needed items after certain points of the story. In conclusion, can't recommend this game to anyone except hardcore point and click fans.
[h2] Мрачно [/h2] Очень мрачный и атмосферный детектив-квест. История действительно интригует, а загадки, лично меня, с половины игры заставляют сидеть в гайде по прохождению. Лично меня расстроило слишком большое количество оккультизма и сверхъестественного. Хотелось побольше чего-то приземлённого и обычного, но это лишь мои ожидания. В целом, история меня всё же удовлетворила. Персонажи ощущаются очень живо, ими можно проникнуться. [b] Если любите квесты с добротной атмосферой - конечно стоит [/b]
Классика. Отличный старый квест, люблю его еще со времен появления на СД, а это было давно...Неразрывно связан у меня с Черным Зеркалом почему-то... Сюжет супер, повороты хода событий на уровне, хотя графика и управление могут уже не казаться такими современными и удобными, но тем не менее, интерес к данной игре с двумя продолжениями (по моему мнению, самая лучшая как раз средняя, Стил Лайф 1), не угас и по сей день. Да здравствуют квесты-детективы! На полочке любимого и избранного
nah man this aint it
A textbook case of wasted potential. The post-apocalyptic setting and concept had promise, but it's dragged down by clunky controls, terrible voice acting, and a boring, repetitive gameplay loop. It feels like a dated asset flip that never got the polish it desperately needed. The story tries to be deep but ends up being forgettable. A slog that's hard to recommend even for genre die-hards.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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