Narrative-adventure playing an Agent of Death who must take ONE life that could change the fate of a conflict-torn Nation! Think The Walking Dead meets Home and The Last Express, with a dash of To The Moon! Freeform exploration with Rich dialogue What might you learn searching the fundraising Gala and talking to patrons?
Data de lançamento: 15 Ago 2013
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Karaski DevBlog #9: Game Story, Plot Items, and Quest System

31 março 2014



I have finally started integrating the main plot via in-game story, plot items, and a quest system that tries something new..

Click Here to read more and see new screenshots!

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DevBlog #8: Infiltration Gameplay, Vent Shafts and Player Movement

17 março 2014



This week developing my second indie game was all about the mechanics and tools of infiltration, tampering with the game world to open new pathways.

Click Here to read more and see new screenshots!

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Análises

“... example of how to write nuanced characters with a reach into complex late-game branching narratives ... which happens little elsewhere in videogameland.”
PCGamer

“...adventure-cum-death-consequence analysis game,”
Rock Paper Shotgun

“I found myself totally immersed in this fictional country’s past, present and future”
Indie Statik

Sobre o jogo

Narrative-adventure playing an Agent of Death who must take ONE life that could change the fate of a conflict-torn Nation!
Think The Walking Dead meets Home and The Last Express, with a dash of To The Moon!

Freeform exploration with Rich dialogue
What might you learn searching the fundraising Gala and talking to patrons? Perhaps the less you know the better?

Meaningful choices and Unintended Consequences
Can your choice change the fate of a Nation? What other result could your meddling have?

Cast of ambitious and influential characters
What if they die? More importantly... what if they live?

Complex setting of violent domestic conflict and industrial revolution
A devastated country - but is it your place to fix it? What if your educated guess is wrong?

Dynamic and surprising Ending
The choice is *entirely* up to you - but what other factors may be affecting the outcome?

Online Stats to compare Your Choices with
Anonymous aggregate stats of everyone's playthroughs will let you see how your own choices compare! Are you one of the good guys?

Free Version

The basic game, without the extra character and bonus materials, is also available for free from our Official Website!

Requisitos de sistema

    Minimum:
    • OS: Windows XP
    • Processor: 1GHz CPU
    • Memory: 512 MB RAM
    • Graphics: 3D graphics card supporting OpenGL
    • Hard Drive: 40 MB available space
    • Additional Notes: if you're having problems make sure you install the Visual Studio 2008 Redistributables
Análises úteis de usuários
7 de 7 pessoas (100%) acharam esta análise útil
162 produtos na conta
12 análises
1.2 hrs registradas
Dentre todos os jogos indies que você já teve a oportunidade de jogar, sempre há aquele que se destaca por algum motivo: seja por sua trilha sonora, por sua história ou por outras características únicas, tais como a inovação ou o abuso das mesmas. Postmortem: One Must Die inova, mas também deixa a desejar.

Postmortem: One Must Die é extremamente curto, oferecendo no máximo 1h de jogo. Entretanto, as suas características o fazem de um ótimo jogo. Sua história é muito boa e a construção dos diálogos é excelente. A história é simples e objetiva: você é um Agente da Morte e você deverá escolher uma pessoa no meio de diversos conflitos que estão acontecendo. Assim como em The Walking Dead: The Game, cabe a você a analisar e tomar decisões que irão, de alguma maneira, afetar toda a história. Essas decisões ficam disponíveis online para comparar com outros jogadores logo após a conclusão do jogo.

O que realmente salva o jogo são os diálogos e a quantidade de itens que estão à sua disposição para leitura, complementando a história e estendendo assim, o tempo de jogo. A sua trilha sonora é ótima e os seus gráficos não impressionam. A arte em si, seja dos personagens ou do cenários, é boa, não decepcionando porém também não impressionando, sendo possível notar a falta de atenção para certos detalhes do jogo.

Saiba que Postmortem: One Must Die não é um jogo recomendado para todos. Assim como Dear Esther, ele requer a leitura de muitos diálogos e também requer a fluência em inglês para acompanhá-los. Em geral, o jogo é muito bom, mas vemos que há ainda muito potencial para o conceito do jogo.
Publicada: 3 março 2014
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3 de 3 pessoas (100%) acharam esta análise útil
307 produtos na conta
2 análises
1.1 hrs registradas
Antes de mais nada, é importante deixar claro que Postmorten é um daqueles jogos de aventura que requer ler uma grande quantidade de diálogos e textos. Porém, ele tem um escopo bem menor, o que facilita a vida do jogador. Se você for ler quase tudo, não levará mais do que uma hora para terminar uma sessão.

Apesar de ser curto (compre quando estiver em desconto), é um ótimo jogo, com ótimo diálogo (apesar de alguns erros) e um interessante conceito. Basicamente, você é um Agente da Morte e deve escolher uma pessoa para morrer em uma festa de gala. Sua escolha irá ajudar a definir o destino de um conflito que está atualmente ocorrendo na Galícia. Para escolher o personagem "correto" (dependendo do seu ponto de vista), é preciso conversar com cada um dos convidados em entender seus ideais e como se encaixam nesse conflito entre os Velhos e os Novos. Além disso, você pode influenciar cada um deles de maneira diferente, o que também irá mudar o final do jogo.

Esse é um daqueles jogos indies que vale a pena jogar apenas para ver o conceito em ação, sabendo que ele pode ser melhorado no futuro (seria interessante ver outras missões semelhantes, já que são tão curtas). O estilo artístico é decente, a qualidade nem tanto, infelizmente, mas dá pra aguentar.

Reiterando: Ótimo conceito, ótima escrita, bons gráficos e muito curto.
Publicada: 4 dezembro 2013
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52 de 64 pessoas (81%) acharam esta análise útil
310 produtos na conta
9 análises
0.3 hrs registradas
This is a nifty adventure game for those that like to read. Unfortunately it can be very short or as long as you want it to be, this is because there is essentially one "map" and literally you only get to kill one person.

The concept behind it all is that you talk to everyone and pick the choices you want. Those choices will then affect the ending you gain. Essentially you then play through again and again, each time picking different choices and the person you "claim"

Overall, there should be more to this game as I was hoping there would be something after the first level but literally the game can last 2 minutes (if you randomly pick someone and don't care about the choices or how they affect the story) or hours long if you decide to explore and go deeper trying to find every combination and choice
Publicada: 3 dezembro 2013
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45 de 60 pessoas (75%) acharam esta análise útil
71 produtos na conta
1 análise
0.9 hrs registradas
If this is the extended cut, I have a hard time visualizing what the length of the initial release was. For all of the promise the premise of investigating several characters and picking one to die carried, the execution including perhaps 6 rooms and less than 10 characters left me feeling as if there was much more possibility to be played with and explored than is offered here.

It held my attention while I played it, and I was very interested to see how my decisions might influence the outcome of the game, but ultimately I don't feel as if I got enough play time out of the title for it to have been worth the dollar value I paid for it.
Publicada: 4 dezembro 2013
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29 de 34 pessoas (85%) acharam esta análise útil
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http://www.youtube.com/watch?v=t6jT_BYXPZI

The indie scene is more prominent than ever boasting a diverse selection of games that often serve as bite sized reprieves from major triple A releases. While the indie scene isn't immune from uninspired copy and paste designs, there have been a string of recent releases that depart from traditional game design in a major way, challenging what we think of as games. One of the more overlooked releases that fits into this growing segment of games is Postmortem: One Must Die which tries to test players by forcing them to make a single decision that promises to have far reaching consequences. While major releases have tried to accomplish this same goal on a large scale, most have come up short. Does Postmortem's smaller and more focused scope deliver more satisfying results?

Playing as an agent of death, it's your duty to take the life of one person from a fund raising gala in a fictitious turn of the century setting on the cusp of an industrial revolution. The nation is split with conservatives that believe in upholding tradition at the expense of progress for women and greater economic development. Meanwhile progressives are riding a wave of industrial prosperity at the expense of their workers. Both sides have admirable qualities and some absolutely abhorrent qualities which quickly muddies the line between noble and contemptible. Unbound creations has expertly balanced the qualities of each side of the conflict to tear gamers and make who they choose to snuff out a real struggle. Your potential targets rage from an influential member of the media to a young, idealistic student. Each person leans strongly in one direction and by thoroughly exploring the dialog tree you might find that your conversations with these characters may have quite an impact on them in the future...

Gameplay in Postmortem simply involves wandering around in an isometric world slathered in Victorian decor, scavenging details from news articles strewn about and talking to the patrons of the gala. Each character has a lengthy dialog tree that will allow you to acquaint yourself with them as well as current events. A wide variety of responses and questions are available and not asking questions can also have an impact on how the events play out. Dialog is generally well written but it can be a bit too purpose driven. Postmortem never creates the illusion that you are just another patron making small conversation, your pointed questions make each interaction feel like an interrogation rather than a conversation. The blatant agenda to your questions never allows the characters to show you who they are, they merely share what they perceive themselves to be.

Your interactions with the gala patrons ultimately culminate in your character deciding who should meet their end. Once your decision has been made, a series of newspaper articles show the results of your involvement at the Gala. It's not the most invigorating way to see the consequences of your actions unfold but there may be a few surprises for some players to uncover based on your actions. Also, a link to detailed player stats is viewable upon completing a play through to show how your behavior compares to other Post Mortem players. A thorough playthrough exploring all of the dialog options will take in the neighborhood of an hour and subsequent playthroughs will take less time. It doesn't take long to figure out what dialog has what impact so many players may not want to take the time to explore every possibility. The beauty of Postmortem however is that you are not required to buy it to enjoy the core experience. By purchasing the game, players are given an extra character to chat with as well as wallpapers, concept art and some behind the scenes development materials.

Like its triple A predecessors, Postmortem falls short of delivering a wholly satisfying choice based narrative. That is not to say that it isn't a worthwhile experience however, it's morally ambiguous world and intelligent and fresh setting remain engaging and some of the conclusions are engaging and surprising. It's brevity makes it easy to pick up sporadically and enjoy. I for one hope that Postmortem is simply an amuse-bouche, tantalizing our pallets for something a bit larger and scope and more accomplished in execution from Unbound Creations.
Publicada: 22 janeiro 2014
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