I Have No Mouth, and I Must Scream - Cyberdreams (1995)

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I Have No Mouth, and I Must Scream - Cyberdreams (1995)
Black Sword Thunder Attack
© Cyberdreams
Dark Seed II (1995) - published by Cyberdreams Interactive Entertainment
USA 1993
Once it enters the Normal World, it will become invincible.
Horror videogame of the day: I have no Mouth and I must Scream (1995)
World War III is over, humanity has gone extinct along with all organic life. Only the Super computer known as AM remains. At least, except for the five people it kept alive. For a hundred and nine years, they've been at the mercy of a computer which gained sentience and has access to all technology, yet has become wrathful, vengeful. Hateful.
Tortured day and night, these five people wish for the release of a death that never comes. And will take any chance they get to have it.
Based on the eponymous short-story by Harlan Ellison (and adapted to game format with his help), this point and click game by Cyberdreams is exactly what you'd expect from its very title. As the namesake of one of the most horrifying tropes ever conceived in fiction, the game uses its set up to press the player upon some of the darkest aspects of the human experience. Ted, Gorrister, Nimdok, Benny and Ellen are a flawed bunch, and AM's “game” is tailor made to hit them where it hurts about their pasts, which opens a can of worms about a lot of heavy topics and ethical dilemmas, going from family violence, mental illness, sexual abuse, paraonia, complicity in genocide and more (Yep, this is a HEAVY one).
To achieve this effect the game has a stellar presentation, with a grimmy art direction and strong voice acting, Ellison himself playing AM and having a little too much fun doing so.
That said, not all of the character scenarios are made equal. You can tell in certain aspects and biases the story was written in the 60's, and some topics are handled better than others (you can imagine which ones). Even so, the story is iconic for a reason: all characters are shown sympathy, and a door to redemption for those who must atone for their past sins. A cautionary tale about human relationships, the nature of sentience, and the dangers of science, all baked in religious symbolism.
Of course, the differences between the game and the short story are more than a little significant, with Ellison's original treatment for the game's script being over 130 pages long, while the short story is only a meager 11 (yes, you can make literary history in the horror genre with only 11 pages).
Not only are there substantial changes to many of the scenarios (Benny in particular got a complete overhaul, with his homosexuality being more subtextual than in any other adaptation), but, unlike the original story there's a somewhat hopeful ending among the many possible outcomes should you play your cards correctly. It's possible to shut down AM by breaking its self sustaining concept of hatred by showing them... forgivness and compassion. Not subtle writing wise, but a welcome cirticism against the foundational mindsets that sustain retaliation in military mindsets, which would explain the destructive nature AM developed with the logic it shaped being informed by that.
A little flawed a scenario compared to real game theory though (and I mean the mathematical field, not...nevermind). Cooperation is, theoretically speaking, actually the best strategy for survival. I know, stupid we need MATH to reach such an obvious conclusion but what can I say.
Obligatory mention of one of the least secretive trivia out there, yes, the story that this game was based on is a primary source of inspiration for Glitch's The Amazing Digital Circus. Youtube user Rayderweich even made a comparative between the characters in the story and the Circus players, because the parallels do not end in the premise.
There's something to be said about Caine's design being defined by his mouth when the tale it borrows from has the ultimate torture inflicted upon one of the humans being leaving them mouthless and completely helpless. This, on top of Caine being effectively an inversion of AM's archetype (who has no actual mouth itself).
That said, who knows what Gooseworx will aim for with the ending of her show. After all, it is far her most lighthearted story, so if the show goes somewhere close to the direction of the short story's ending.... hoo boy.
As a bonus, a video on game theory and cooperation: