Austrian Avian Association: Post Mortem | AUAVIAN.WAD
MundyC
A little while back I reviewed a total conversion for Doom II, targeting Boom-compatible ports, called Austrian Avian Association. It was a real odd bird, so to speak, based on Alpine folklore and putting you into the feathers of a Schnabelperchten, a humanoid bird creature whose job was to watch over humans during winter and eviscerate the ones who don’t keep their houses clean. Yeah, it’s that kinda game. AAA I thought was pretty alright, embodying a lot of what makes old total conversions of yesteryear so fun — especially aesthetically — while at the same time playing pretty well. Well, did you know that a month after I reviewed that, MundyC dropped a new version complete with a brand new expansion? I played Austrian Avian Association: Post-Mortem, and lived to tell about it!
Post-Mortem moves the action ahead by a couple years. It’s March, 1900, a year and change after the events of the main game, and Katharina (whose name now canonically includes an H) is dealing with PTSD and guilt over all that happened. She spends months looking for a way to resurrect everyone who died, only to turn up nothing… until the Austrian Emperor himself sends Katharina a tip about a mythical MacGuffin in the Empire’s southern reaches that has the potential to restore life. The archaeology team that discovered this clue has since come to grief, but nevertheless, Katharina packs her bags and heads for the Croatian coast…
Post-Mortem is a little unusual. It’s made up of just four levels plus two ending maps depending on what happens. Structurally, it plays a little more like a survival horror game, with a gentle touch of resource management early on and an oppressively uneasy tone to the first two levels, both of which have pretty short monster counts. It plays a little more straightforward for the third map, even culminating in a bit of microslaughter at the end before going back to a more survival vibe as you’re trying to escape the massive underground vault beneath the temple before the whole thing comes down around your ears.
Gameplay-wise it’s exactly the same, save with a couple new enemies, namely the “Maldurion Dopplesoldner,” a giant angry crab humanoid with a gun (who now pops up rarely in the main campaign as a random choice of enemy when destroying one of the monstrous plants) who can take a hit pretty well and the readme suggests may not be entirely organic; and the Lindworm, a giant invincible dragon that protects the MacGuffin you’re after and often will pop up to chase you (though thanks to the nature of Doom’s AI, it’s relatively easy to outrun in the later encounters.) The weapons remain unchanged, save for the BFG replacement, which has gotten better sprites and lore and a name change; the Maxim gun remains completely busted as a weapon and as before will see you through the trickier parts of the game.
I think MundyC has gotten a little better at making maps in the time between making the original version of AAA and the expansion; the vibe — especially with the digital music playing in ports that support it — is also extremely on point, creepy and unsettling. If I had to compare it to anything, I’d say that MundyC has a very Build-style taste in level design, reminiscent of Blood especially. I also appreciate how much work has gone into the readme, which is loaded with cool little details about the world and each map that you’re in (which can be helpful as a guide!)If you liked Austrian Avian Association when it was new, you’ll like Post-Mortem. If you didn’t like Austrian Avian Association, well, I don’t know what to tell you; while the premise is strange, even goofy, and certainly a lot of the aesthetic feels deliberately dated in a way that might be alienating to some folk, I think as a whole product AAA is one of the best traditional total conversions in recent years. You owe it to yourself to come back and play Post-Mortem, if just to spend more time with our bird friend.
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