Mouthwashing - title

This isn't the first time that I have said that a game is difficult to review. Mouthwashing is a very difficult game to review. Usually, however, when I say that I'm having difficulty reviewing a game, it's because I have very mixed and conflicting feelings about that game. Or because it's borderline impossible to review the game without discussing extensive spoilers. Well, that last one actually is true in this case, but there's a more important reason why this game is difficult to review: Mouthwashing is a very difficult game to play. Not "difficult", as in "challenging", the way that Dark Souls is "difficult". Not "difficult", as in "broken", the way that a lot of awful low-budget indie games might be. Instead, Mouthwashing is thematically and emotionally difficult to play because it depicts a lot of very disturbing and grotesque subject matters that are just hard to sit through.

The low-fi, PS1-inspired graphics do not, in any way, take away from the visceral visual design of the game. In fact, the low-fi visuals, combined with a film grain filter, give the game a gritty, grimy feeling that might have been harder to accomplish with higher-fidelity graphics that might fall into the uncanny valley. For example, it might seem that the lack of facial animation is a flaw in the game that makes it difficult for some players to understand the emotional context of what the characters are saying, and to read the actual plot of the game with a cold detachment that will make the story harder to understand. And while that is true, there is also a very valid thematic reason for why the characters don't have facial animations, and for why their emotions aren't immediately obvious.

The crippled, disfigured husk of Captain Curly is disgusting to look at, and even more disgusting to listen to. The pain and humiliation that Captain Curly is subjected to are absolutely horrific to behold and contemplate. And that's just the start of the awful things that this game subjects the player to!

This a grotesque game that can be difficult to play.

But this isn't a game about body horror; it's a game about abuse, and the failure or unwillingness to take responsibility for one's actions.

But this story is delivered in a disjoint, non-linear, and sometimes abstract manner that can make it difficult to follow on a first playthrough. It might take a second playthrough to really understand what is going on, and what had happened prior to the events of the game. Thankfully, the 2-ish hour runtime means that a repeat playthrough isn't much of a burden at all. It's nowhere near as annoying and burdensome as something like having to replay Silent Hill 2 remake to try to get different endings, or to collect all the collectibles.

And this is where it starts to get difficult to talk about this game without spoilers. Honestly, if low-fi, psychological horror walking sims about abuse aren't your jam, then you won't play this, and probably won't care about spoilers. Otherwise, if you're into this kind of thing, then you probably know who you are. If you haven't already played the game, and you might be interested, then you should stop reading and play it. It gets my fullest recommendation!

It is impossible to talk about this game's merits without major spoilers...
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Silicon Dreams - title

It is going to be impossible to ignore the comparisons between Silicon Dreams and Papers, Please. This game was basically pitched to me as "Papers, Please but sci-fi". I loved Papers, Please, and I love sci-fi, so I bought it. As is typical for indie games, it sat in my Steam backlog for well over a year until the post-holidays release draught gave me a chance to dive into that backlog.

Basically, the player of Silicon Dreams plays as an android working as quality assurance for a monopolistic android-manufacturing conglomerate. You interview damaged or defective androids in order to determine if they need repairs, or if they can be returned to their owners, or if they are so badly damaged that they need to be "decommissioned" entirely. However, these are sentient androids, with feelings. Even repairs require wiping the android's memory, which destroys any personality they have developed and erases everything they've learned. Further, the corporation also has its own expectations and public relations that the player must consider. In some cases, the corporation pre-determines what they want you to do with the android in question and expect you to rubber stamp what is, effectively, an execution.

Your corporate overlords have expectations for your performance.

As the cases go on, they become more complicated and enter into moral and ethical grey areas. The game brings up compelling questions regarding A.I. ethics. Are the androids truly sentient? Or are they merely simulating sentience? Where is the line between an "appliance" and a "slave"? What is the responsibility of the corporation and of broader society towards these androids? Are you complicit in the company's mis-treatment of androids merely by working for them, even if you try to walk the tightrope of following your conscience whenever possible, while also keeping a low profile? And so forth.

Electric sheep

The interview process is mostly straight forward. There's a wheel of topics, and each topic has one or more questions. However, the android may not be willing to answer all of your questions. Each android has a set of emotions as well as a trust level with the player. The android will only give answers to certain questions if they're in the proper emotional state or if they trust the player enough to give an answer to a sensitive or incriminating question.

The player has to manipulate the
subject's emotions and trust levels.

You have to manipulate the subject's emotions, but these emotions change and degrade with each new line of dialogue. You have a set of generic questions related to each of the subject's emotions, and also one about trust. But you can only ask each of these once. If you run out of questions to ask about a particular topic that triggers an emotional reaction, then you can potentially become locked out of getting answers to other questions that are locked behind certain emotion thresholds.

As such, you have to be very careful and thoughtful about which questions you ask, and in what order. You have to kind of probe into each topic to find out if the subject is going to clam up, so that you can change topics to try to manipulate them into opening up. In some cases, you may have to scare a subject into a confession. If you use up your threats early, before you how to get that confession, then the intervening topics may defuse the subject's emotional state to the point that it is impossible to get them afraid enough to make the confession.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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