Exploring Depression and Suicide in The Cat Lady

The Cat Lady begins and ends with suicide. Video games have continued to mature as a storytelling medium over the years. We have seen an increasing number of titles sincerely grapple with the tougher aspects of the human experience. The Cat Lady, released in 2012, is a game with depression and suicide at the core of its narrative. The player takes part in a story whose characters struggle with their depressive demons, stepping into the shoes of a woman who is healing from her own depressive and suicidal experiences.

You play as Susan Ashworth. The game opens with you committing suicide. You appear in some sort of afterlife. Meeting an entity who refers to herself as the Queen of Maggots, she tells you she is sending you back to kill five people, who she refers to as Parasites. She is also sending you back as an immortal.

Susan and the Queen of Maggots

After your exchange with the Queen of Maggots you are sent back to the living world and you wake up in the hospital. Working to get out of the hospital you face off against the first Parasite, a deranged doctor that tortures people for artistic pleasure. Returning home you are greeted by a young woman, Mitzi, who wants to become your roommate. As you continue to play out the story, it is revealed Susan used to be married and had a daughter. Her daughter died and her husband drank himself to death. It is revealed that Mitzi is dying from cancer and is tracking down someone called The Eye of Adam. The Eye of Adam convinced Mitzi’s boyfriend to commit suicide. And Mitzi wants to confront him for her own closure. Susan agrees to help. In your quest to hunt down The Eye of Adam you confront the remaining Parasites until you are face to face with the last one, The Eye of Adam. The game can end a few different ways depending on your choices.

Doctor torturing someone

One of the interesting things about The Cat Lady is it establishes a legitimate afterlife and at least one supernatural entity. This creates an interesting discussion around the themes explored in the game, especially suicide. The afterlife space presented in the game is more of a limbo space belonging to the Queen of Maggots. It is never made entirely clear who the Queen of Maggots is. She is old and claims to go by many names. Her role and motives are left up to interpretation. We don’t know why she tasks Susan with hunting down the Parasites, though there are lines later in the game that might provide some hints.

Towards the end of the game the Queen of Maggots suggests she is a part of Susan. This implies she may be a personification of something that exists in everyone. Remember this bit because I’ll bring it back up when I discuss suicide in the game. This also explains the Queen of Maggots’ mission to kill the Parasites. The Parasites are humans who could be said to have no souls. They kill and torture with no empathy. They often draw people in with a false sense of security. The Queen of Maggots wants them dead because in a way they feed off of that part the Queen of Maggots represents.

The player is greeted with the full weight of Susan’s depression from the very beginning. As she experiences what she thinks are her final moments she laments that all she has are the stray cats she has cared for. But they will understand. They always have. When she finds herself in the realm of the Queen of Maggots she can only express weariness. She just wanted it to be over but the Queen of Maggots pushes her back to the land of the living. The Cat Lady is in part a journey of acceptance.

The game for the most part makes no attempts to provide a cure for Susan’s depression. It isn’t something that can cured. It can be treated. It can be coped with. A wheezing beast living in your mind. Some days you can sit peacefully with it in an uneasy alliance and other days it runs rampant taking away the energy you were saving to deal with anything but it. The Queen of Maggots promises happiness at the beginning of the game. At first this seems like a promise for a cure. But it isn’t. Susan is in a better place by the end of the game but she isn’t cured. She herself says that she will always have the “invisible illness” with her but her opening up and friendship with Mitzi has allowed her to better cope with it.

After Susan wakes up in the hospital she has to go through a session in order to assess the risk to herself. Here the player is allowed to choose some of Susan’s history. The player is able to choose whether Susan grew up with both of her parents or neither. The player is able to choose what kind of parents they are. Later in the game Mitzi asks Susan what depression feels like. After Susan answers Mitzi describes what it feels like for her. Each describes their depression in a different way. There is an underlying message that regardless of circumstances depression can infest your mind and that each person’s experience with it is different.

Mitzi and Susan standing in an empty room

Your time at the hospital presents perspectives on how those who need help view treatment. Susan is pretty hostile towards drugs and therapy. The game doesn’t delve deep into society’s view of drug treatment for mental illness but Susan’s own attitude does reflect a stigma people have of drug treatments. Admitting you need drugs is an admission of defeat. You weren’t strong enough. There is also the unwanted side-effects that often come with drugs. The game at one point tries to portray the lethargy and skewed perceptions caused by drugs. And society doesn’t try hard to dispel these unhealthy antagonistic attitudes towards drugs. When you’re on the edge of a mental knife though those drugs can be a life saver. In the end Susan moves on without any drugs but this doesn’t mean this is the right choice for everyone.

Susan on drugs

Returning home introduces an interesting mechanic for one chapter in the game. You are given two meters. A red one that fills up when something upsets Susan and a green one that fills up when something makes Susan happy. Neither cancels the other out. If the green meter fills up Susan can sleep peacefully, if the red one fills up she suffers a breakdown. Things that cheer Susan up are things like having coffee or a burger cooked just right. Things that can upset her are things like being startled in the dark or seeing unpaid bills. This conveys the fact that what may seem small to other people can make or break the day of someone suffering from depression.

The day after Susan gets home Mitzi enters her life. At first Susan is distrustful. But over the course of the game they open up to each other and form a friendship. Mitzi tells her story to Susan and over time Susan reciprocates. Susan tells Mitzi about her daughter and husband. Mitzi may not be a professional but she’s the only person who Susan makes a connection with. When it comes to depression being able to open up and connect with someone is one of the most important things. Mitzi is able to help her in way no one else had due to that connection.

Mitzi and Susan in apartment

Regardless of which ending you get, in the final scene of the game Susan expresses how she has learned to cope with her depression through her friendship with Mitzi. Susan admits she will never be rid of her “invisible illness”. Depression isn’t something that can be cured. It can be managed or lessened through drugs, therapy, or other lifestyle choices. But the ghost of that melancholic beast will always hang over you waiting to get you when you least expect it. In two of the endings, where Mitzi dies, Susan is able to meet new people. She goes out with them every once and a while. She allows herself enough of life to not be completely boxed in and alone.

I can’t think of too many games that deal with suicide as directly as The Cat Lady. It isn’t a single plot point that just sets off the events of the game. It is a continual thread that appears again and again. Susan encounters a ghost that wants to commit suicide. Mitzi’s boyfriend committed suicide. Susan commits suicide at least one more time, and possibly another after that. The final antagonist of the game, The Eye of Adam, is a man who encourages and helps people commit suicide online. The climax of the game is a choice between letting your friend commit suicide for revenge or convincing her to move on and living the rest of her days with Susan.

Susan’s relationship with suicide mostly takes place in the first half of the game. The beginning of the game starts with her suicide. To her horror she finds herself in the realm of the Queen of Maggots, faced with the prospect of continuing to live. On replaying The Cat Lady I was caught off guard because the Queen of Maggots implies Susan will be punished for committing suicide. It was jarring in a game that seemed nonjudgmental of people who commit suicide. While the game explores the emotions around suicide it didn’t seem to blame those who attempt or succeed in suicide.

Later dialogue though can be interpreted to mean Susan would be punished because she thought she ought to be punished. The Queen of Maggots is a part Susan. A part that understands her self-loathing. At the beginning of the game Susan believes she is worthless. Suicide just signifies another failure. One she should be punished for. This isn’t an uncommon attitude. Many do feel a sense of guilt for even thinking about it. And again society doesn’t exactly help. Several religious traditions have declared suicide as wrong. A crime against the body. One which can earn you an eternal punishment. Even from a secular viewpoint suicide is often viewed as somehow wrong. It’s a struggle to change these attitudes. To convince others that trying to commit suicide isn’t a moral crime. There is real suffering taking place. And that individual sees suicide as their only option.

The Eye of Adam is a unique antagonist that is hard to read. As a character he is inspired by real people online who encourage and provide ways to commit suicide. There are real forums out there that resemble those described in the game. Places where a pro-suicide message can be expressed. The Eye of Adam is a crippled man who can only communicate with the world through his eye movements. He encourages others to commit suicide, including Mitzi’s boyfriend. He kills his father and tries to goad Mitzi, or Susan if the player lets Mitzi die in an earlier scene, into killing him. A final grand act. We don’t actually learn much about The Eye of Adam. How his physical disabilities have affected his mental health or nuanced explorations of his motives for encouraging and helping other commit suicide. The player gets to choose how things end. You can let Mitzi shoot The Eye of Adam which will kill her also because of the oxygen tanks in the room. You can also talk Mitzi out of it and deprive The Eye of Adam his final wish. If Susan confronts The Eye of Adam alone, due to Mitzi’s death earlier, she fulfills his wish and kills him.

Mitzi pointing gun at the Eye of Adam

The Cat Lady presents several contexts for suicide. Susan’s suicide at the beginning of the game is linked to her depression. An action she survives and comes to regret. Mitzi’s boyfriend commits suicide. He can’t bear to think about his life without Mitzi or deal with his own emotions around Mitzi’s cancer. Mitzi is willing to commit suicide for revenge. She is going to die of cancer anyway so why not die killing the person who convinced her love to kill himself? The Eye of Adam is willing to commit suicide as a grand last gesture.

The Cat Lady never endorses suicide but also never portrays those who are suicidal or commit suicide as inherently bad. While the game shows you the emotional reaction of those around you it never moves into blaming territory. It sincerely tries to portray what everyone goes through, those that try to commit suicide and those that care for them. Emotions can be complicated for those who survive their suicide attempt. Like many, Susan feels regret. She regrets making the attempt and in the end she’s glad she survived. At the beginning of the game the Queen of Maggots tells Susan death fixes nothing. In the world of The Cat Lady the afterlife is real. Suffering doesn’t end simply because you died. We don’t have that guarantee in the real world. Suicide may end the suffering of the individual who commits it but it does leave emotional damage behind. Coming to embrace life through her relationship with Mitzi helped Susan. This isn’t always easy. Embracing life is a bitch. And sadly some people are never going to be able to do it. While many are able to recover from their suicide attempts there are many who will go on to attempt again and again until they succeed. There are no clear or easy answers when it comes to suicide.

Man and woman in torture room

The Cat Lady is a horror game with fantastic and disturbing imagery. It has supernatural elements and its villains are some of the most demented individuals I have ever come across in a video game. Despite all of this the game is extremely well grounded. The fantastical elements help to enhance the exploration of themes such as suicide and depression, not distract from them. The Cat Lady is an example of game that can sincerely explore these issues without using them as a simple plot crutch. The game tries its best to express these experiences to the player. It is a game that presents depression and suicide without judging. A game that hopefully when finished has allowed the player to better understand these experiences.

Bloody Mary

You’re young. You’re at a sleepover and the party has moved into the middle of the night. It’s that time of the night when the urge to tell a scary story begins to rise. A story or two is told then someone says, “Have you guys heard about Bloody Mary?” Among the giggles and looks everyone agrees to give it a try. Everyone gathers in the bathroom, huddled together in your pajamas. Starring into the mirror someone turns the lights out. After a moment of hesitation someone starts saying “Bloody Mary, Bloody Mary, Bloody Mary.” Nothing happens. But someone twitches. Someone screams they see something. Now everyone is screaming and frantically trying to open the door. It opens, everyone runs out. The screaming stops once everyone is out. In the end everyone laughs it off.

Bloody Mary is an urban legend that has been around for at least forty years. The above narrative is a typical narrative of those that try to act out the Bloody Mary ritual. I was really young when I was exposed to this urban legend. The version I knew said that if you stood in a dark bathroom, in front of the mirror, and said “Bloody Mary” three times her bloodied face would appear in the mirror.

I don’t know where I originally heard it from. I was that odd kid who liked scary stories and spooked out others with them. There were a couple of times the kids at my daycare went into the bathroom and tried it out. When I was a little older I found myself in the bathroom with some friends, we were looking at a glow in the dark puzzle. One of the older ones started saying “Bloody Mary.” I was the one closest to the mirror. They bolted out of the bathroom and held the door shut, leaving me in a panic. I don’t know if I saw anything, I tried my best to not look in the direction of the mirror.

The common elements of the legend are that you stand in front of a mirror in the dark and perform some sort of ritual. Once the ritual is performed the apparition known as Bloody Mary is supposed to appear. There are many variations of these core elements.

In some versions the ritual can only be performed at certain times otherwise she does not appear. You can either do it alone or in a group. The ritual itself is also varied. Sometimes it is performed with candles. There are a varying amount of times you should say “Bloody Mary,” sometimes you say something different such as Mary Worth which is a popular alternative. And what appears and happens also varies. In some versions you will only see a bloodied face in others she is supposed to lunge out of the mirror and try to harm you.

So where did this urban legend come from and who is Mary? In some versions she remains nameless. She has also been linked to historical figures like Queen Mary, Mary Queen of Scots, the Virgin Mary, or Mary Magdalene. She has also been said to have been a burned witch or a child killer. Among the many many versions of the legend that is passed around by teenagers there are many more explanations of who Mary is supposed to be.

The origins of the Bloody Marry legend are hard to trace. One of the earliest academic recordings of the myth comes from 1976. In this version the name that is chanted is “Mary Worth” which should be chanted forty-seven times. When she appears she is supposed to appear with a wart on her nose and a knife in her hand. When this version was recorded Bloody Mary was already an urban legend being passed among school children. Some of the versions of the Bloody Mary legend do have some overlap with other folklore such as banshees or some versions of the disappearing passenger legend. These overlaps though do not make it any easier to find where what we know of as the Bloody Mary legend started.

It should be noted that the mirror element of the legend has links to divination. Using reflective surfaces such as mirrors or pools of water has long been a method of summoning/communing or foretelling the future in folklore and occult traditions.

Does the Bloody Mary legend mean anything? Is it a reflection of subconscious fears we carry in our youth? Dundes argues that the Bloody Mary myth is a reflection of pre-pubescent girls’ fears about womanhood and menstruation. He basses this conclusion on the blood imagery that often appears in the legend and the fact that the ritual is more often performed by pre-pubescent girls at parties or sleepovers. He also draws upon certain versions of the myth such as one where blood is actually drawn from the participants during the ritual. And another one where instead of looking at the mirror you should look at the water in the toilet or some versions that suggest flushing the toilet as a way of banishing Mary. He suggests this focus on the toilet parallels the flushing away of menstruation.

Norder offers alternative meanings behind the legend. He suggests that the legend might be an attempt to scare children away from occult practices by religious leaders or to warn people away from calling upon the Virgin Mary outside of proper ritual. He also suggests it could be a reaction from Protestant leaders to scare people away from calling on Mary instead of Jesus.

There is another interpretation of the Bloody Mary legend. It could just be a good scary story that kids tell each other. It is a scary story that has the participants act it out, adding to the tension. While it is true that ritual is often performed by pre-pubescent girls it is also sometimes performed by boys or those well into their teens. Given the age of the legend this disproportion can be explained others ways. At the time that this legend started to bud gatherings of boys or girls would have had different expectations.

It would have been normal for girls to have sleep overs and easy access to a bathroom in order to perform the ritual. Coupled with the generalization girls or young women travel to bathroom in herds no one would question the gathering for the ritual. Boys would have had different gatherings such as camping trips where they would have had their own stories to better suite the setting. A gathering of boys for a ritual around the bathroom might have raised some eyebrows.

Another explanation for the ritual being mostly performed by girls is it might have some continuity with another folklore tradition that was performed by young women. A woman was supposed to walk backwards up a flight of stairs while holding a candle in one hand and a mirror in the other. While gazing into the mirror they were supposed to glimpse the face of the future husband. But they could also see a skull which meant they were going to die before getting to marry. If parts of the Bloody Mary legend did grow out of this piece of folklore it might help explain why it exists predominantly among girls and young women.

Scary stories often contain bloody imagery so it is not out of the ordinary. A bloodied face is probably also a close description of what people might actually see as their mind plays tricks on them as they stare into the mirror. There is also another explanation for the toilet elements within some versions of the legend. As I already mentioned, pools of water were also used to commune with spirits. The toilet contains its own pool of water to summon Bloody Mary. Flowing water is also associated with banishing negative or evil spirits. Flushing the toilet in a way creates a source of flowing water in order to banish Bloody Mary.

Bloody Mary is not an obscure legend. It continues to be passed to each new generation. It has entered into entertainment. It has inspired several movies, episodes of The X-Files, Supernatural, Charmed, and Ghost Whisperer. It has been mentioned on Warehouse 13 and parodied in an episode of South Park. The legend has even spawned a horror comedy web series called The Bloody Mary show. The urban legend is thriving and its haunting apparition is going nowhere soon. Bloody Mary will be waiting to grab us from our mirrors for generations to come.


Works Consulted

  • Dundes, Alan. “Bloody Mary in the Mirror: A Ritual Reflection of Pre-Pubescent Anxiety.” Western Folklore, Vol. 57, No. 2/3 (Spring – Summer, 1998), pp. 119-135. – An interesting article that tries to interpret the Bloody Mary legend as being about the anxiety young girls feel about menstruation. I already argued against his conclusion but the article also sidetracks sometimes into berating other folklorists for not reading meaning into urban legends and folklore. He also relies upon Freudian analysis to make some of the connections that forms his conclusion.
  • Norder, Dan. “The Face in the Mirror: Looking at Bloody Mary, Mary Worth and Other Variants of a Modern Legend.” 2003. – A pretty good article that surveys the Bloody Mary legend including its overlap with other folklore. I originally found the article online but the site that it was hosted at no longer seems to be up. I searched but it looks like the article has not been uploaded to a new home. Thankfully I had printed off a copy of the article when I originally stumbled across it. It is unfortunate that it is no longer available as I feel it is an interesting and valuable piece in studying Bloody Mary.
  • Schwartz, Alvin. “A Ghost in the Mirror.” More Scary Stories to Tell in the Dark. 1984.
  • Tucker, Elizabeth. “Ghosts in Mirrors: Reflections of the Self.” The Journal of American Folklore, Vol. 118, No. 468, Emerging Legends in Contemporary Society (Spring 2005), pp. 186-203.
  • https://en.wikipedia.org/wiki/Bloody_Mary_%28folklore%29

Miscellaneous Thoughts on Design in Survival Horror Games (Survival Horror Series Part 6)

This will be the last of my articles for my Survival Horror Series. This post is mostly just a mish mash of various design thoughts when it comes to survival horror design.

I am Tank

One of the hallmarks of the earlier survival horror games was the controls, often referred to as tank controls. Like a lot of elements from the earlier games, limitations in design or technology were turned into something that helped to add to the atmosphere of fear. Tank controls in early survival horror games meant the player had little to no control over the camera. Developers took advantage of this by having possible threats just outside the player’s field of vision. This created suspense and unease. The “bulky” control scheme also helped create a sense of panic in combat as the player tried to get their character to fight back.

James fighting monster

The problem is that tank controls are outdated now. You can still find games here and there that use them but the limitations that necessitated the use of tank controls are no longer present. Some argue that we should keep tank controls in survival horror games but these days it creates more frustration than fear.

Really when it comes to the controls we should accept this is no longer a good way of creating tension. Players are used to what modern games have given them. Survival horror games are no less freighting just because they don’t have tank controls.

User Interface, Menus, and Inventory

I’m throwing these three together because they all link to each other in a way. These three elements can help or hinder the flow or immersion of gameplay.

Older survival horror games often had the player go into menus to access various items or information about the character they were playing. In a way this breaks immersion. The immersion could be broken even more if the player had the ability to bring up the various menus during tense moments or during combat.

fatal frame 2 game menu

Survival horror games have tried to move away from having the player rely on menus to access items, weapons, or character information. Character information is either displayed in a corner of the screen or is conveyed by changing how the player sees the game world, such as redness at the edge of the screen that intensifies as health drops lower. Weapons and items are now accessible by hot keys or quick menus.

resident evil 5 HUD

For the most part these changes have improved the flow and immersion of survival horror games. As long as the hot key or quick menu set ups are not clunky or slow the change in design helps augment the flow within the game.

There are two competing philosophies when it comes to how inventory should be handled in survival horror games. On the one hand you have games like the first three Silent Hill games that pretty much give you unlimited inventory space and on the other you have the early Resident Evil games that limited what you could carry. Later Silent Hill games would try their hand at limited inventory systems. The idea behind limiting inventory is that it places pressure on the player to pick and choose what they really need. There is also the argument that limiting inventory is more realistic and that it can help immerse the player.

resident evil 4 inventory menu

A well-executed limited inventory system can add to the immersion of the game. But designers should be very careful because a limited inventory system that isn’t well-executed can add more frustration than immersion. Designers need to try to not overload the player with too many items. Items should be rationed out to the player in way that makes them choose between just a few items. If the player is forced to choose between too many items then it becomes frustrating. One solution to this is to have a storage place where the player can store an unlimited amount of items but even here the setup has to be well-executed.

Combat and Weapons

The focus of survival horror games should not be combat. Combat can and should be present but it should be a less present element that augments the overall experience. Atmosphere, world building, characters, and narrative should be at the center of survival horror games.

One of the things I enjoyed about the early Silent Hill games is that combat was pretty easy, except for the tank controls. You didn’t fear a confrontation with most monsters because it was hard but because they were just so god damned messed up. Coupled with the nightmarish atmosphere the game didn’t need to make combat hard. It was there but didn’t take center stage. Most of us if confronted by such creatures would probably attempt to fight back, whether we were successful is another matter.

Later titles in both the Silent Hill and Resident Evil series made combat more central to the play of the game, moving these titles more into action horror territory than survival horror. Something is lost when combat takes central stage. As long as a combat system is well designed, which is arguable for the later Silent Hill and Resident Evil games, you don’t have to worry as much about story, character, or atmosphere. I love Gears of War but it’s not because of its story or characters, which tend to be a bit thin, but because the combat is really fun. One of the things that make survival horror a unique experience is its focus on stories, characters, and atmosphere to create a truly nightmarish game. If the focus of the game becomes combat then those elements are lost.

gears of war 5 combat

Along with keeping combat simple weapons should also be simple. The player shouldn’t have access to an arsenal to choose from. Most of the weapons should be everyday things and guns should be restricted to what you might find in an average home. Imagine running around Silent Hill with an M-16 or a rocket launcher, it just doesn’t create the same feeling.

Music/Audio/Voice Acting

I really don’t have a lot to say about music or audio. It is not really an area that I have really delved into. I will just say that the music and audio in survival horror games plays a central role in creating the nightmarish atmosphere the player enters into. The more unnatural something sounds the more unnerving it can be. There also moments when little to no audio can add to the tension of a particular moment.

Really bad voice acting can take a player right out of the moment. The voice acting in video games isn’t always the greatest and this isn’t something confined to survival horror. Voice acting for video games for hasn’t been taken seriously in the past but it is improving. If you’re looking for decent voice actors look for somebody who has experience in radio/audio plays or someone who has done voice acting for animation, puppets, or CGI creations. Make sure their voice acting is good enough for a video game set up. If you ever find yourself designing a survival horror game don’t let the audio, music, or voice acting fall to wayside.

So concludes my Survival Horror Series. It was fun to think about the various design elements I wrote about. I hope these posts have been informative and have helped those who also like to think about the design aspects of video games, especially survival horror games.

City of the Nightmare King

In my last post I hinted at a game concept I wanted to develop that incorporated some of the sanity system features I discussed. What follows is that game concept. It is a loose outline of ideas for a video game. I don’t have the knowledge or resources to make anything out of it but it is something I wanted to flesh out and share. The pictures I use are not exactly what I anything is supposed to look like but are used to convey the tone of characters or locations I am describing/outlining. Now come and enter the City of the Nightmare King.

The Opening Scene:

It is a stormy night. Lightning flashes over a rundown house that looks like it is in a bad neighborhood. The windows have bars over them. The player then sees within the home as an elderly black woman is locking up her home. Thunder sounds in the distance. She passes by some family photos. One is a middle aged man in military uniform; her husband who died in war. Another is her son who she hasn’t seen in years. She thinks he is rotting in prison somewhere. The gangs got to him. She wishes could leave this neighborhood. It was a good place to live when she was younger. Since then it has deteriorated. But she has no way to leave. She slowly shuffles to her bed.

As the storm rages on the player sees the woman sleeping. The player starts to see her crying in her sleep. There is a dark mist that starts to form over her. Her body stretches out unnaturally as she quietly begs for her life. Gun shots are heard but no source is seen. Bullet holes form on the woman’s body. The dark mist dissipates. The Nightmare King has feed for the night.

The Setting:

distorted city street
http://www.deviantart.com/art/Inner-City-Pressure-98469186

The City of the Nightmare King takes place in an unnamed metropolis that sits beside a massive river. The buildings within in the game should have a distorted design to provide a feeling of unease. Everything should just feel a little off. The city is covered in smog. It is in this city we find the characters of the game. None of them are perfect. They all have nightmares to feed the creature that has begun to haunt it.

The Players:

The Wayward Son:

grizzled detective

The player plays an aging detective: William. He grew up outside of the metropolis on a farm. His mother died while he was young and was raised by his father. He drew strength from his father and entered law enforcement as his way of putting the ideals he learned into action. He wanted to protect and help people but he has become jaded. He has seen the corruption that runs through all levels of society and the amount of suffering human beings can inflict on one another.

The victims of the Nightmare King are just more files of unsolved homicides that end up in the basement archives. There is no link between the victims and the method of killing varies between victims. William only becomes embroiled in the affairs of the Nightmare King by chance and a threat.

The Lover:

man in chair

Nicholas is William’s lover, though their relationship is strained. Nicholas still maintains a hope in humanity that William has lost. Nicholas is a history professor at the local university. His specialty is in the study of Early Colonial American Folklore.

Nicholas tries to come home and tell William about his student’s efforts but William only half listens and makes comments about what is the point; they will just become corrupted or become victims. Nicholas has tried to uplift William’s spirits but nothing ever seems to work. Lately William has been spending less time with Nicholas and William won’t talk about it.

As William gets drawn deeper into the world of the Nightmare King it starts to bring the fears the lovers have for each other to the surface.

The Iron Maiden:

stern looking woman in chair

Julia heads the precinct William works in. Her precinct has one of the highest unsolved homicide rates in the metropolis. Since her appointment a few years ago she has tried to improve the part of the metropolis she has been tasked with watching over. Her methods draw lots of criticism as they are seen as brutal and draconian. She fires and humiliates any individual within her precinct found to have connections to criminal activities. There are also rumors that she turns a blind eye to the beatings of those who have committed more serious crimes. She has torn the checks and spit in the faces of the gangsters and mobsters that have tried to bribe her.

As the story starts William and Julia barely know each other on a personal level. Julia considers to William to be a good detective and wishes he would aspire to move up. What little hope William has in the system of law enforcement in the metropolis lies in Julia. But he doubts she will last long enough to make any permanent changes for the better. There have already been several attempts on her life and he’s just waiting for the day when her life is finally taken.

As Julia’s connections to the Nightmare King slowly emerge William must struggle to understand what is happening and work to gain her trust.

The Serpent:

old man in front of window

Marcus believes he has found the key to moving up in the criminal world. He has been the laughing stock of the criminal world for always trying to use occult practices for criminal endeavors. His methods rarely worked and if they did it was a fluke. One day he beat a homeless man to death and while going through his possessions found several handwritten pages bound together into a booklet. In it it described a creature that killed by feeding on nightmares. Marcus decided he would try his hand at being a hitman by harnessing the power of this creature. After a couple of small time hits were pulled off successfully people started to take more notice of Marcus, entrusting him with more important hits.

Marcus has become drunk on the power he has gained, believing he is in complete control of the Nightmare King. But the Nightmare King is a creature that is never truly in anyone’s control. As the story begins for the player there are signs that the Nightmare King is acting of its own accord. As the story progresses Marcus has to come to terms with the fact that he was never in control and that the power he had gained is quickly draining through his hands. By the end he is a desperate man that will do whatever he thinks he must do to not lose that power.

The Nightmare King:

The Nightmare King is a creature ultimately incomprehensible to human beings. Its motives for showing up when Marcus called it are unknown. In the waking world if anyone sees the Nightmare King it appears as a human shaped cloud of dark mist. It cannot be interacted with physically. It will leave you alone as long as you don’t try to attack it. Attacking it will cause it to induce hallucinations in its victims and kill them with fear. It never speaks and any sound that emanates from the creature sounds like howling wind.

In dreams where it attacks most of its victims it appears as their fears. If it speaks in dreams it is only ever as the character they are playing, never as the Nightmare King itself. When the victim dies in the dream their physical body will manifest any injuries the Nightmare King inflicted on them in the dream.

At first the Nightmare King attacks only the victims Marcus directs it to but as time passes it starts attacking random people. It even starts to turn on Marcus, invading his dreams. And in the end when it takes its last victim it will leave with no explanation. It reasons for bothering with human affairs will always remain unknown.

The Story:

The bare bones of the story are that a high ranking individual in one of the gangs has been assassinated. William is the one placed on the case. Through investigating he learns about Marcus and the gossip around him in the criminal underworld. This leads him to look into other alleged hits by Marcus, also leading him to other strange unsolved homicides that are ultimately revealed to be other victims of the Nightmare King.

The climax takes place when William discovers that Marcus’ and the Nightmare King’s next hit is supposed to be Julia. All the while William is struggling to deal with his own demons and the nature of the events taking place as the Nightmare King slowly starts intruding in William’s life.

The story can end in various ways depending on how the player played the game. Different choices include whether or not William lets himself get killed/sacrifices himself to the Nightmare King, whether he let the Nightmare King kill Marcus, and whether or not the player let William lose all of his hope and sanity in the end. Ultimately the Nightmare King leaves off to unknown corners of existence, to one day return and feed again.

The Play:

The game would take place from a third person perspective. It would have a control scheme like Alan Wake. But combat would not be the focus. In fact any discharge of William’s firearm will require an explanation to his superiors. Depending on his sanity level the dialogue options will vary from reasonable lies to “Oh my god there were monsters!” The game would focus mostly on investigating. Combat might be used in encounters with criminals encountered throughout the game but it will have consequences based on how things play out.

The sanity system would have three components. The first part would basically be something like sanity resistance. These are things that reinforce William’s perspective of reality and his place in it. At the start of the game he hasn’t completely lost hope in the ideals of making the world a better place and helping people. The player can have William go out of his way to help others or intervene in negative situations. These actions reinforce William’s conviction. Actions where the player has William ignoring the plight of others or committing heinous actions himself makes him more susceptible to sanity loss. He would be losing his conviction and a weakness to sanity loss represents him grappling with his certainty of things and himself.

The second part of the sanity system would be the things that actually cost William his sanity. Most situations where William would lose sanity, is in confronting the Nightmare King. These situations might be in the waking world or at some point William might be able to enter dreams to confront the Nightmare King but doing so would require high resistance to the possible sanity loss. Depending on the situation and based on the resistance factors from above he may or may not lose sanity.

The final part of the sanity system is the actual effects on gameplay William’s sanity has. His sanity level will affect what dialogue options he has. Lower sanity means he is having major issues with what is happening causing him to talk in what sounds like non sense to others. This can have a negative impact because he might lose access to resources that can help him, meaning the player would have to find a way to finish the game without the support of Julia or any other law enforcement resources. Lower sanity also means William will be less likely to effectively defend himself, feeling that there is no point in resisting death.

On the flip side a lower sanity might make some clues more obvious to William because of a growing sense of paranoia. This way the player could fast-forward the narrative but it would be toeing the line to make sure his sanity didn’t drop to low.

Keeping sanity up lets William keep himself together to have dialogue options that are reasonable lies about what is happening in order to keep the resources he needs the most. Sanity level would also play into what options are available to William for the end game and ultimately the ending.

There you have it, the City of the Nightmare King. It’s not perfect by any means but is one of the frameworks in which I was thinking about a more complex sanity system for video games. Anyways I hope you enjoyed this slip into what if territory.

Sanity in Survival Horror Games (Survival Horror Series Part 5)

There is a difference between sanity and mental illness when it comes to horror with supernatural, absurd, or surreal elements. Real mental illnesses are not fun and most of the time a person suffering from a mental illness did nothing to suffer from it. Generalizations should be avoided when thinking about or interacting with people with mental illnesses. Most people suffering from the myriad of mental afflictions out there aren’t psychotically dangerous or about to “snap.” They are people too and should be treated as such.

The portrayal of mental illness in video games is a bit uneven (I will probably be tackling the representations of mental illness in a latter post). I have seen criticisms of sanity systems that pop up in horror games. Some argue that it is dehumanizing and distorting the image of people with mental illnesses. I would disagree with their arguments. Often times when a sanity system is implemented in a horror game it is trying to represent something else. Whether these systems accomplish what they are trying to do is up for debate.

cthulhu
http://zaidoigres.deviantart.com/art/Cthulhu-188961776

H.P. Lovecraft starts his essay Supernatural Horror in Literature with the line, “The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.” Lovecraft’s fiction is filled with characters confronting the unknown and more frighteningly confronting things that could never be comprehended or known by human minds. The characters in his stories started to loose mental stability as they were faced with horrors they had no chance of understanding or over coming.

Think about not existing. I don’t mean dying and arriving in some afterlife or the process and pain of dying, I mean simply no longer existing. No more consciousness or thinking. It’s hard to think of and comprehend. We are existing thinking creatures, to suddenly not be can be frightening and hard to comprehend. Look up at the night sky. Think about the vastness of space, how large it really is. And now think of how tiny the earth you stand on is in comparison to the rest of the universe. The skyscrapers and mountains we marvel at are nothing but the tiniest of specks compared to the vast and dark universe.

Lovecraft was trying to capture the horror of not knowing or even worse the inability to know, to never to be able to comprehend what you are facing. This is the insanity of horror games. One’s mental stability begins to unravel as you are faced with something incomprehensible. How can you overcome or defeat something you can’t understand? How can you overcome or defeat something that is cosmically greater than you are? You are its plaything whatever it or force it may be. This is the insanity of horror games.

Insanity is facing things you would have never thought real or possible. It is facing forces that shatter your very perception of reality and realizing you are its plaything. It’s trying to comprehend the incomprehensible as all rational thought and reasoning withers away because such things are built on the conviction that your perception of reality was correct. It’s trying to convey to others what is happening, what you are experiencing, but can’t find the right words or make any sense because how can human language convey something beyond human comprehension. You are ignored and never believed. People deny the horror you are trying to bring to their doorstep. You are left alone and raving. This is the loss of sanity. This is the descent into insanity.

Various horror games have tried their hands at how to handle sanity. One of the most well-known of these games is Eternal Darkness Sanity’s Requiem. The game seeks to affect the player as your character loses sanity. The game starts playing tricks on the player like saying your controller is unplugged when it’s not or saying your saves have been deleted. The sanity system is used as a scare tactic to unnerve the player but has no narrative impact.

Amnesia’s sanity system looks to unnerve the player through distorting how the player sees the game world. Bugs crawl along the screen, how the world is presented becomes distorted. In both Eternal Darkness and Amnesia loss of sanity can led to death. Once the character’s sanity is drained your health starts draining. Then there are other games where sanity or mental stability is treated as a simple point system that will end the game the same way as losing all your health. Games generally treat sanity as another scare tactic gimmick or a secondary health bar. But remember what the loss of sanity means. It is the erosion of the certainty of your perception of reality.

Sanity is your conviction in a rational and stable world. Everything has an explanation; anything can be understood and comprehended. It is also the belief that you are ultimately in control of your circumstances and that your actions and emotions matter. To lose sanity means to have these assumptions eroded away. Sanity systems in survival games should be implemented in more subtle ways to better represent what the loss of sanity means.

First off sanity should never be measurable to the player. Behind the scenes, in the code there will need to be some kind of measure but to the player this system should be hidden. Secondly sanity needs to stop being treated as a secondary health bar. Loss of insanity does not represent your closeness to death; it represents the loss of what you thought you believed about the reality you live in. Along with stopping to treat sanity as just another health bar you shouldn’t be able to regain sanity just because you turned away from the monster or moved out of the dark. The only way to regain sanity should be by taking narrative action to reestablish your crumbling convictions in the lie about reality you have built for yourself.

Loss of sanity also shouldn’t lead to any sort of end game. Loss of sanity should have in game effects but more subtle and not as fourth wall breaking as Eternal Darkness. Amnesia is a step in the right direction but still doesn’t get it quite right. The perspective of the world changes for the character but this doesn’t mean bending walls or hallucinations. In game this might mean the character refuses or avoids certain things. Or certain things stand out more to a character because of a growing sense of paranoia and questioning things. This could be interesting for a clue finding mechanic in some games. Losing sanity makes it easier to find clues for solving puzzles or alternative methods of resolving situations but has consequences else ware for the character.

Take Amnesia’s darkness mechanic. Tweaking it a little, being in the darkness doesn’t lower one’s sanity but if a character’s sanity is low enough it affects how the character will deal with it. Darkness in a way represents the unknown. If your character has low sanity, which represents his/her loss in conviction of a comprehendible reality, they will avoid things that represent the unknown because why confront more things that might shatter your grasp on reality. The character might refuse to hide in the dark or after a certain amount of time turn on whatever light source they have or move back out into the light.

In a survival horror game where the character is still among society, the level of insanity can be represented by dialogue or how other characters react to them. Have dialogue trees built around the level of sanity. Does what the character say make sense to others? Do various dialogue options based on sanity levels increase or decrease the chances of other characters helping them? If your character is a detective, the level of sanity, how you try to convey what is happening on your case, can affect how much the institution is willing to help you with resources. Maybe if your sanity becomes too low you get taken off of the case and have to attempt to complete the story without those resources.1

The point of all this is that a sanity system should be an ingrained and organic part of the game and be something more than just another health system. It should augment the narrative and setting of the game. Not every survival horror game needs a sanity system. It depends on various narrative elements and the framework you are working in. For any game based off of or inspired by Lovecraft’s fiction yes definitely have some sort of sanity system. That’s what his stories are about: confronting cosmic horrors and having them shatter your perception of reality. But for a game like Scratches, a good classic pure adventure horror game, a sanity system is unneeded. The game builds horror through atmosphere and the distortion of what we are used to in everyday life (which is a different mechanic for creating a sense of horror). In the end we discover and understand what took place but that doesn’t change the horror of the narrative. And for most action horror games there is no need for sanity systems because the framework is just to destroy everything. There is no real attempt to comprehend or know; just put a bullet through everything until it’s over.

Survival horror games can and should be enriched with an effective sanity system. It’s tiring to see sanity systems tacked on and treated like a gimmick or just another health bar. Especially when there are so many different and cool mechanics you could implement with an effective sanity system. Maybe someday we’ll truly get to experience insanity in a survival horror game.

1. The idea of playing with dialogue trees and societal resources based on your sanity level came about through a discussion with a friend on how developers could better represent sanity narratively in video games. I mean flesh out the ideas we discussed into a game concept, which I may post later.

Here are links to the various sanity effects that take place in Eternal Darkness and Amnesia.