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Well, Microids has done just that with Post Mortem. Here we how do i have a straight adventure how do i game, pure first-person point-and-click, with a fairly straight progression through a story from start to finish, only this time the player can take one of two or three possible approaches to many of the puzzles and dialogues, with real differences in gameplay resulting from these choices. For instance, one of the first puzzles involves gaining access how do i to the murder scene, a hotel room. When you talk to the hotel's desk man, you can either piss him off, requiring you to find another way in, or sweet-talk him into giving you access. If you do the former, which I did, then you are faced with another choice, how to go about gaining entrance, which will affect yet another part of the game further down the road a bit. All you RPG and action players probably view this as old hat, but this is a pretty revolutionary concept with regard to adventure games. Even if it had been a complete bust, my hat would've been off to Microids for making the attempt.
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