A game
does not always have to be a straight horror game to have some seriously
creepy, fear inducing moments. Sometimes
it can just have one or two bosses that are so twisted it makes you never want
to play that level again. A moment like
this arose during the 4th and 6th stage of the game “Catherine.”
“Catherine”
is one of the most unique games I have ever played. It fits into its own unique genre of game
that is a puzzle-platformer psychological horror adventure game (that is a mouthful). In the game, you control a man named Vincent
Brooks who is beginning to have strange nightmares after his girlfriend,
Katherine, begins to talk to him about marriage and commitment. Matters become even worse for him one night
after he accidentally has an affair with a girl named Catherine that he met one
night while drinking, which causes his nightmares to become even more
intense. During the daytime, he drinks,
converses with friends and tries to handle his relationships with Catherine and
Katherine, but during the nighttime, he must run for his life inside of his
nightmares in order to stay alive.
Catherine (left) and Katherine (right) are complete opposites. |
The
premise of the game deals with Vincent and his major commitment issues and
really makes you wonder what you would do in a similar situation. There are many times where you have to answer
relationship questions for Vincent and they can make you feel like a pretty
crappy person after you answer some of them.
It is a lot headier than what I went in expecting but I absolutely loved
it. The actual platforming sequences
come during the nighttime chapters of the game when you have to guide Vincent up
a tower of blocks while they slowly fall out from under you. The puzzling towers are absolutely brutal in
their design and have a steep learning curve.
I died, and died, and died, and continued to die until I watched some
more instructional videos online and finally began to get the hang of it. Being able to complete the regular tower
scaling levels started to give me a great sense of accomplishment, but each
time that happened the developers had some curveball waiting to hammer me back
down and keep me in my place (which usually meant falling to my bloody
and violent death). These curveballs
usually consisted of a gigantic boss creature appearing to chase you up the tower;
the worst one appeared on night four.
I became very well acquainted with this screen. |
The day
before night four your real girlfriend, Katherine, tells you that she is
pregnant. This scares the hell out of
Vincent, as it would any non-married individual with commitment issues, and
causes some seriously twisted nightmares during the night. As I finally reached the last stage in night
four I was greeted with one of the most gruesome creatures I had seen in a
game: a gigantic looking hell baby.
Pales skin, white eyes lacking pupils, noticeable veins popping out, and
blood curdling screams of, “DAAAAAAAAAAAAAAAAAAADDDDDYYYYYYYY,” all come from
this baby and it is the thing of my nightmares.
I hate babies. Babies are just
like having to take care of a constant drunk person: they puke and pee on
themselves, cry uncontrollably, have mood swings out the ***, look hideous, and
are just generally unlikeable in my eyes.
So when a video game has a gigantic baby chasing me while shooting
tremors up a tower to knock me to my baby induced death, I can truthfully say it
is the thing of my nightmares.
The evil devil baby with his intimidating pacifier. |
This
hell child crushed me to a bloody pulp repeatedly all the while screaming, “DON’T
LEAVE MEEEEEEEE,” while I desperately tried to do just that. When I finally reached the top of the tower
and was greeted with a cutscene of the baby being fried into oblivion by a
blinding light, I was overjoyed. I had
escaped the evil baby death, but my joy did not get to last long. Just two nighttime stages later, the game
actually managed to top itself on the “twisted as hell” scale. The baby of my nightmares had returned, but
this time he was covered in a bloody half robotic mess and wielding a chainsaw
of all things. I do not know what staff
member on the development team came up with this idea, but I know that if I
ever meet him I will proceed to swiftly kick him in the nuts.
This
baby was somehow even more unrelenting than the first. All the same attributes and blood curdling screams
were present, but now the baby could use his not-so-baby-like chainsaw to cut
away at parts of the level and throw giant stones at me. Death was once again my friend and we greeted
each other as a man greets his ex, with indignation and awkwardness. Finally being able to reach the top of the
tower and fry this hell baby was even more rewarding than the first dead baby
and when I watched it fall to its death, I was able to breathe a sigh of
relief.
“Catherine”
helped to solidify my disdain for babies.
Now when someone tells me they are pregnant, I can only conjure up the
image of a chainsaw wielding child growing inside their placenta. If pro-choice advocates used this baby in
their campaigns, I would never disagree with them. This is a game I will not so easily forget.
Located below are videos of each tower level featuring the hell baby. The second video should be started at about 6:17 to see the demon wielding chainsaw baby.
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