Some may note a
while back I was seeking a horror 'experience' whether that is a movie or game.
Horror as a form of entertainment that makes a lasting impression. Something
that makes you forget that you are playing a game. Something that you realise
truly disturbed you months after playing it when trying to convince a friend to
play it. It wasn't until that time I fully appreciated everything about the
story of Susan Ashworth.
*CAUTION*
Contains spoilers and topics that some may find uncomfortable
We meet Susan at
a dark point of her life. We are carried along the turbulent ocean of emotions
that a single human being faces when seeking their own oblivion. We accompany
Susan through each harrowing chapter of her story and her road to recovery.
Are you Ready? /Pic Creds
The crux of good
story telling is the ability to instil a lasting emotional response in the
audience. The topics raised in this game are difficult to portray in any medium
such as Suicide, Self-harm, Depression, Psychosis and even Death. As unsettling
as this may sound, everything about Susan's experience is wonderfully
articulated right down to the level designs, music and as well as the dialogue.
Those types of feelings are often only felt by a single person and for them to
be so well presented in a game no less, I find remarkable. Again, I didn't
realise how well it had conveyed those experiences until I was talking about
the game months after playing.
The Cat Lady is
named as such as Susan has been given 9 lives by an other-worldly character and
she falls into different scenarios where she has to collect what is owed. There
is an all-round "wrongness" feeling to this game as you progress
through each chapter, it's designed to make you feel uneasy and as helpless as
Susan does. I often felt like I was journeying though each stage of Psychosis
or each level was a representation of the darker side of human
emotions. It’s dark in the sense of black and white stills and jittered
animation, like marionettes on strings. Simplistic art style and yet bright splashes
of colour used to draw the eye from the horrors that lurk just outside your
vision.
Alan is that you? Pic Creds: ME!
There is a
section of the game where you are trapped in a house and you have to escape
without the occupants making sausages out of you. Susan finds a telephone and
tries to ring for rescue. The person on the other end is supposed to be a
police responder I think? Susan tries her best to explain her very real and
very life threatening predicament. Now, previously in game Susan was in a
secured unit and made her escape from there using someone else's information,
so when the police person looks up Susan's info their attitude towards her
changes. Oh you were recently signed into psychiatric care, are you sure you're
not making this up? Several things wrong with this: You're clearly not phoning
them from inside the unit, that shit would show on their display, so shouldn't
alarm bells be ringing that a vulnerable person is on the loose? Most obviously
is the way people with mental health issues are treated by others, whether they
be in the "protecting" services or not. This whole scene was made to
make you feel as helpless as Susan. This resonated with me deeply.
There are other
sections of the game where I could get through them no problem but I think it
counts on its audience to at least have some emotional connection to the theme
its presenting. This game became oddly personal, which made it more
uncomfortable to play, but I enjoyed playing it.
I keep
mentioning the "experience" aspect as there wasn't much gameplay.
It's tagged as Story-Rich Adventure Horror on Steam. I'd loosely call it a game
as it's more of an exploratory piece of art. It will introduce game play
elements for one section then never use them again or show you content that you
can't do anything with but you know is linked to the story. Oh man that wedding
dress...I knew it was down there for a reason *shivers*. Typical point and
click adventure you have to gather items in order to scare your neighbour
because reasons. We break into the basement which is tense on its own and the
colour palette in this area is grey and dark, everything is eerie, apart from a
manikin wearing a pristine Wedding dress. Everything about it is screaming
“don’t touch totes a jump scare” but nothing. Later in the story, there is a cut-scene
that takes you back to that dank little room and completely changes the
atmosphere as a chilling secret is revealed. That aggravated me somewhat as you
could tell there was something else back there but access DENIED.
You touch it, I'll wait right here..-Mitzi /Pic Creds: ME!
But some
elements of this game go beyond just disturbing you but downright mess you up!
The whole
dialogue between the Wife and Susan when we visit a strange dream world creeped
me the fuck out. The use of sound distortion to make your skin crawl is very
well done in this chapter. It’s like they experimented with different
psychological techniques to induce a fear response in each chapter. This was
one of the more successful ones; I had to stop playing to a few days before I
could progress in the story. Eeeeerrrrkflibble!
Nope. NOPE. NOOOPE! /Pic Creds: ME!
I could harp on about this game all day.
I would recommend fellow Horror connoisseurs to play this game but be warned it goes there, where other games fear to tread. I admire the game makers more for that I think.
P.S I searched the net for a few pictures to add above and discovered who the characters related to the Wedding Dress scene were, let's just say they didn't have a happy ending...turns out they're actually from a game called Downfall, which is the story prequel to the Cat Lady! They are re-making it for a 2015 release so I'm super excited for that!
P.P.S omg this game is also amazing! I find it very peculiar that the scenes that resonated with me the most in The Cat Lady are actually snippets/references from Downfall when I hadn't even known of its existence. Now that is some creepy shit!
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