
In this prequel, though, we see a Tex we've only heard about in earlier games: a clean-cut rookie PI whose ideals and principles haven't yet been tested by demon rum, lost love, and the harsh realities of the business. Up until now, Tex has been portrayed as a down-on-his-luck PI desperately in need of cash (and usually a bath and a shave), a private dick plucked from the noir novels of Raymond Chandler or Dashiell Hammett and plopped into a futuristic world of decay, mutants, and rampant crime. In this fifth installment in the Tex Murphy series, you once again step into the gumshoes of Tex Murphy, a private investigator in postapocalyptic San Francisco.

That doesn't mean you won't get your money's worth out of Overseer, but when all is said and done, you'll probably feel more sated than satisfied. It's one thing to design an adventure game that'll take 30 or 40 hours (or more) to complete, but it's quite difficult to design one that'll have you as interested in that 40th hour of play as you were in the fourth - and for a variety of reasons, Overseer doesn't quite manage to pull it off. There's probably 15 or 20 hours of gameplay here even if you solve every puzzle as quickly as possible, and I shudder to think how long it might take to finish if you tried to play the entire game without any hints at all.īut there is such a thing as diminishing returns, and Overseer is a prime example. By the time you reach the finale of Tex Murphy: Overseer, there's no doubt you'll have had your fill of adventuring.
