Still Life (video game)
A point-and-click adventure spanning decades and continents.
U.S. Army 10AAMDC by Pfc. Lilly Pendergrass · Public domain
Still Life is a 2005 point-and-click graphic adventure game developed by Microïds. It is the sequel to Post Mortem and was followed by Still Life 2 in 2009. The game is notable for its dual-timeline narrative, switching between an FBI agent in 2004 Chicago and her grandfather in 1920s Prague, and for its controversial open ending, which was originally intended to be resolved in a third game.
Quick Facts
- Title
- Still Life
- Developer
- Microids Canada
- Publisher
- EU · MC2NA · The Adventure Company
- Designer
- Mathieu Larivière
- Composer
- Tom Salta
- Engine
- Virtools
- Released
- Microsoft Windows / NA · April 14, 2005 · EU · June 3, 2005Xbox / EU · June 3, 2005 · NA · June 6, 2005
- Genre
- Adventure
- Modes
- Single-player
- Platforms
- Microsoft Windows, Xbox
Facts from the source article.
Lore & Background
Still Life follows FBI Special Agent Victoria McPherson as she investigates a series of brutal murders in 2004 Chicago. While visiting her father for Christmas, she discovers an old notebook belonging to her grandfather, private investigator Gustav McPherson, who had investigated a similar series of murders in 1920s Prague. The player alternates between Victoria and Gustav, hunting a killer disguised in a dark cloak, top hat, and silver mask who targets sex trade workers. Gustav identifies the Prague killer, but he escapes to America. Victoria later learns of similar murders in 1931 Chicago and 1956 Los Angeles. The identity of the 2004 Chicago killer is never revealed; Victoria believes he is a younger person influenced by the Prague killer. At the game's climax, Victoria shoots the Chicago killer, who plunges into the Chicago river and does not surface. The game ends with police still searching for the body and Victoria planning to travel to Los Angeles.
The game was originally planned as the second of a trilogy, with Post Mortem as the first. Its lack of an ending sparked controversy, as the story was meant to continue in a third game. However, after part of Microïds' Canadian development arm was bought by Ubisoft, a sequel seemed unlikely until Microïds announced Still Life 2 in December 2007, which was released in 2009. A new series website covering all three games opened in September 2008.
Still Life was developed using Virtools applications, the same software as Post Mortem and other Microïds games. Its point-and-click gameplay is based on the first two Syberia games. Unlike its predecessor, the player controls Victoria from a fixed third-person angle with linear conversations, and puzzles sometimes require backtracking to unlocked map stages. The game has no hint system or objective list; clues are found in documents accessed through the menu.
Reader's Guide
Still Life received fairly favorable reviews, with Metacritic scores of 75/100 for PC and 70/100 for Xbox. Critics noted its adherence to classic adventure game conventions. David Clayman of IGN called it an enjoyable but short diversion, noting that the Xbox controller made character movement feel slow and clunky. Eurogamer's John Walker observed that while the game did many things well, it rehashed decade-old ideas without managing basic fundamental elements. Shannon Hall of Just Adventure recommended it for mystery lovers with investigative minds. Ryan Davis of GameSpot said its dedication to convention would satisfy diehard adventure fans but did little to attract new players.
The game was a finalist for PC Gamer US's Best Adventure Game 2005 award, which went to Indigo Prophecy. In 2011, Adventure Gamers ranked Still Life the 20th-best adventure game ever released. Combined sales of Still Life and Post Mortem exceeded 500,000 units by September 2008. The Xbox version featured online support via Xbox Live's Live Aware feature and is now supported on Insignia, a revival server for original Xbox games.
Place in the 2026 Release Timeline
Still Life occupies a position within the broader chronological catalogue of titles that shipped during 2026, a year whose full slate of releases is organized into four quarterly blocks: January through March, April through June, July through September, and October through December. Beyond these fixed windows, the index also maintains a separate section for unscheduled releases, acknowledging that not every title lands on a pre-announced date. This quarterly architecture means that Still Life's exact slot—whether it debuted in the spring batch or slipped into the unscheduled column—determines how readers encounter it relative to the dozens of other games competing for attention in the same window. The chronological sorting ensures that a player browsing the list experiences the year as a narrative arc rather than an alphabetical dump, placing each title in its proper seasonal context alongside its contemporaries.
Cataloguing Framework and Metadata
Every entry in the 2026 index, including Still Life, is described through a consistent set of metadata fields that appear wherever the information is available. These fields cover the responsible developer, the distributing publisher, the target operating system or platform, the genre classification, and the type of release—distinguishing, for example, a full standalone title from a downloadable expansion or a free-to-play launch. The phrasing 'where available' is important: it signals that the index does not force every column to be filled, and a game may appear with some fields left open if the relevant data has not been confirmed. For a reader researching Still Life, this structured approach means that key production and distribution details can be scanned at a glance without wading through prose, making cross-comparison with other 2026 titles straightforward and efficient.
Sourcing and Verification Practices
The index employs a two-tier reference system that distinguishes between general citations and primary-source material. Standard references appear throughout the text in the usual numbered format, while entries drawn directly from primary sources—such as official studio announcements, publisher press releases, or platform store listings—are flagged with a double dagger symbol (‡) preceding the citation. This visual marker allows a reader to quickly identify which claims about Still Life's release details, platform availability, or genre classification rest on first-party documentation rather than secondary reporting. The separation is particularly useful in a fast-moving release year, where early leaks or speculative coverage may conflict with later official confirmations, and it gives the index a built-in credibility hierarchy that readers can weigh when evaluating the reliability of any given data point.
Broader 2026 Gaming Context
The index for Still Life's release year does not exist in isolation; it explicitly directs readers to a companion summary article covering 2026 in video games as a whole. That broader piece presumably addresses industry-wide trends, major platform shifts, and the overall market climate that shaped which titles made it to shelves and when. For Still Life specifically, this contextual layer matters because a game's reception, commercial performance, and cultural footprint are all influenced by the competitive landscape of its release quarter. The index page, by contrast, remains a focused reference tool: it lists what shipped, who made it, and on which platform, without editorializing. Together, the two documents give a reader both the granular factual entry and the sweeping narrative that explains why 2026 looked the way it did.
Structural Design of the Index
The page is organized with a clear hierarchy that prioritizes scannability. A legend section sits at the top to decode any symbols or abbreviations used in the table, followed by the main list broken into four quarterly subsections and a final unscheduled-releases section. Notes and references are pushed to the bottom, keeping the primary data uncluttered. This design philosophy—data first, explanation second—reflects the page's role as a quick-lookup reference rather than a long-form article. For someone checking Still Life's release date, platform, or publisher, the structure means the answer is typically found within the first few seconds of scrolling, without needing to parse lengthy paragraphs. The quarterly divisions also make it easy to compare Still Life against other titles that shipped in the same three-month window, revealing patterns in genre clustering or platform concentration that a purely alphabetical list would obscure.
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Frequently Asked Questions
What is Still Life (video game)?
Still Life is a 2005 point-and-click graphic adventure made by Microïds, released for PC and Xbox. It acts as the sequel to Post Mortem and was later followed by Still Life 2 in 2009.
What makes Still Life's narrative structure unique?
The game alternates between two distinct timelines: an FBI agent working a case in 2004 Chicago and her grandfather moving through 1920s Prague. These two eras are interwoven so that clues and consequences in one period directly shape the other.
How does Still Life (video game) end?
The story wraps up with a deliberately open conclusion that leaves several major plot threads hanging. That resolution was originally designed to be completed in a third installment, but no such game was ever produced.
Who developed Still Life and how did it perform commercially?
Microïds built the title in 2005 for PC and Xbox, and it moved roughly 240,000 copies worldwide. Critics gave it a Metacritic score of 75 on PC and 70 on Xbox, reflecting a solid but not universally acclaimed reception.
Why is Still Life (video game) significant in the adventure-game genre?
It pushed the point-and-click format to span multiple decades and continents within a single narrative, a structural ambition rare for the era. Its unresolved ending also became a long-running talking point among fans, who continue to debate what a proper conclusion would have looked like.
More in Adventure Games of the 2000s, Part 2 1-22
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