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Cruise for a Corpse (1991)

Cruise for a Corpse (1991)

Cruise for a Corpse (1991)

Cruise for a Corpse is a 1991 point-and-click video game made by Delphine Software.

Inspector Raoul Dusentier boards a private yacht for a leisurely cruise off the Mediterranean coast, and within hours he is investigating a murder. Cruise for a Corpse is a leisurely paced, genteel whodunit built on Delphine's Cinematique engine: you point, click, and talk your way through a closed-circle cast of suspects, piecing together alibis and motives before the sun sets on the Aegean. The atmosphere leans closer to a Poirot drawing room than an action game, rewarding patience and attention to detail over quick reflexes.

Quick answers

What is Cruise for a Corpse about?

Inspector Raoul Dusentier boards a private yacht for a leisurely cruise off the Mediterranean coast, and within hours he is investigating a murder. Cruise for a Corpse is a leisurely paced, genteel whodunit built on Delphine's Cinematique engine: you point, click, and talk your way through a closed-circle cast of suspects, piecing together alibis and motives before the sun sets on the Aegean. The atmosphere leans closer to a Poirot drawing room than an action game, rewarding patience and attention to detail over quick reflexes.

When was Cruise for a Corpse released?

Cruise for a Corpse was released on 31 December 1991.

Who made Cruise for a Corpse?

Cruise for a Corpse was made by Delphine Software.

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A few thoughts on Cruise for a Corpse

If the cosy, shipboard murder-mystery formula appeals, In Love and Deep Water captures the same cramped-with-suspects, champagne-and-secrets energy aboard a luxury vessel, this time as a film.

Slow-paced mysteries you solve by talking, not shooting

Cruise for a Corpse never rushes: Inspector Dusentier gets nowhere without hearing out every guest's alibi before the yacht docks. These games share that unhurried rhythm, trading combat for observation and conversation. Rusty Lake's hotel guests, Erica's interrogation-room tension, Blacksad's noir clients, and the puzzle-box mysteries of The Room and Unforeseen Incidents all reward the same thing this game does: patience, attention, and a willingness to listen.