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What a twist!

The man behind Desert Nightmare follows up with another horror game, but this one differs greatly from that game. This game is, for one, much shorter, the narrative more fragmented and abstract than the more traditionally structured narrative of Desert Nightmare, it's more linear, and finally the game builds to an ending that completely pulls the rug underneath your feet. While the plot of Desert Nightmare does develop in a way to eventually lead to some new revelations to close all the gaps in the story by the end, it develops at a gradual enough pace that every new turn in the story is natural and never throws any curveballs your way. Not this game - this game features the kind of ending that sheds a totally different light on everything you experienced previously. Although in some ways it also renders them meaningless. More on that later. Still, overall, I'd say the story here, though lacking Desert Nightmare's patience in its narrative development, also avoids some of the more embarrassing features of Desert Nightmare's story. Nothing equivalent to the wise, magical Indian chief here. Though you do have some seemingly wise, magical character as your guide in the game, his role is decidedly more interesting as you find out later in the story.

I just want to say that this is one oddball game. I like that about it. Even if it overreaches in places, doesn't always make sense or skips over entire reasons for why your character had to go through certain experiences that he did and what makes them so relevant to the main thrust of the story, it is nonetheless fascinating to see it all play out and to see where this crazy train through hell will take you next. Desert Nightmare's setting was largely homogeneous, but here you find yourself in all kinds of weird settings and situations. You go from one place to another, never predicting what that next place will be.

So with that the game has a beginning as odd as the rest of it. You're a man who was seemingly traveling the road on foot when you stop in front of a town. You have no idea what this place is or why you wanted to go here but you feel for some reason you're supposed to be here. Even stranger is the only item you're carrying, a list of the seven deadly sins, written in what I presume to be Latin(?). Well time to investigate to see what this town is all about. Another strange sight. A literal river of money. Just, dollar bills, floating by underneath the bridge. Something clearly is not right here. Still, you can stand next to the river and collect as much money as your heart desires (not that it'll be any good). You walk forward and find a destitute man, telling you that money's no longer any good in the town (told ya) and you're just wasting your time. Right after a giant vehicle approaches, the man tells you to run, which prompts the save screen to appear (when that happens in a game you know something very bad is about to happen). Strange men completely covered in masks and gear then chase after you, and, well, there isn't anything else to do but run. Yeah, just, run. But remember to head down the little alleys to hit the switches that open the gates in your way. The first gate only uses one switch, the next one, two. I game over'd sooo many frickin' times over this sequence I wanted to strangle someone. In particular the part where you hit the two switches. It seemed hopeless. As I ran, more of these weird guys in suits crashed through some windows right on my ass and the precision needed to hit the switches on both sides needs to be just about perfect. However even when I thought I had a good opening to get through, I ran out, and so many times one of these guys, simply being diagonal to me, not even touching me or parallel with me, diagonal, it'd game over me. And again, another game that only has four-directional movement making sequences like this more frustrating than they need to be. If I could just shimmy around the corners up to the switches I'd have a much less hassling time. Well, eventually I mastered my switch-pushing skills enough that I could get through the gate and get away from whoever the hell those people were. Then you end up in a hospital and you see something very, very horrible is happening to the town's residents that nobody can seem to stop. You, however, would seem to be the town's savior. But not in a good way. More in a way that requires them to mutilate you horribly. What is this affliction you might ask? I don't want to say any more, just play the game, but I will say it is pretty horrific, definitely the scariest series of events this game's creator has come up with yet.

Eventually you meet up with the mysterious, magical guide I mentioned earlier, named Vergil. As far as I can tell he has neither to do with the ancient Roman writer similarly named (except it's Virgil) nor does he with the Devil May Cry character. He would seem to be a guardian angel of sorts, except he would appear to be the worst guardian angel ever just going by your initial interactions with him. He speaks so cryptically he may as well not speak at all. Every question you ask him he says he cannot answer. He says he is your "guide" but he is hard-pressed to guide you to anywhere safe and not filled with horror and insanity. Who is Vergil anyway? And what is he here for? What does he want to do with you? All these will be answered by the end, and they probably aren't the answers you're thinking of. Well, without giving too much away, you end up in a decidedly nicer place at the end of the chapter, and there is a little girl who is need of something. You offer this to her, take her to where she wants to go and... well, it's far less pleasant than what you or she was expecting. But it's the thought that counts, and so on to the next chapter. You then notice one of the sins crossed off your list. The one related to the place you were at. It is presumed then, that this is a game about going through areas all representing these sins and redeeming yourself somehow by going against them, as what you did for the little girl (not gonna say any more, just play the damn game already!). This area is where the "horror" aspect disappears almost entirely (can't blame him, he really did exhaust every possible anxiety, terror and unpleasantness he could from the beginning chapter) and in its place something that still could be considered horrific but for different, more "human" reasons. All I'll say is that, while it doesn't explicitly say what sin this is meant to represent I'm gonna say it's wrath. Definitely wrath. Other story elements come to play. You see a woman you knew from your past, a married woman you had an affair with. What is she doing here? Why is she running away from you? Vergil is still doing dick-all to help you figure out what the hell is going on, the little shit. It is directly after this chapter when the turn begins, when the ultimate revelation of everything that has happened comes to you. And what a revelation it is! It changes not just the story but even the genre of the game entirely.

Before talking about the story, what I liked and didn't like about it (I'll "hide" as many of the bigger spoilers that I can), I just want to briefly lay out how the game plays and what you'll be doing to reach that end. Like Desert Nightmare, some inventory and logic puzzles. None too many and none too difficult, it's a game that wants to stay on track as much as it possibly can. Now, I can't remember if it was this game or Desert Nightmare that had this puzzle involving lining up the order of the moon phases listed on a door and based on a calendar you find to open it. All I know is in one of these games, all puzzles like it I figured out fairly quickly, but that one just left my brain numb. I eventually had to resort to a walkthrough online (and one in English too, yay!) and it gave the answer and explained the logic. It makes more sense to me now, but I'm not sure if I'd ever have arrived at that conclusion by myself. Problem-solving from multiple angles, "thinking outside the box," not especially things I'm very adept at. Then, also like Desert Nightmare, there are scenes where you must contend with an enemy of some kind. There's the obligatory chase sequence in the beginning that I just talked about (really I've come to HATE these things in these games - at least the ones that provide no alternatives besides "run fast because if it touches you, you will die." Thankfully that's the only one of its kind in the entire game. There is an encounter in a room involving throwing every object you find in the room at a hostile, another that's basically a mini-QTE, and finally even a boss battle! Yep, unlike Desert Nightmare, you get to actually fight someone! It's not a turn-based battle, but rather real-time "action-y" combat. Each of you brandishing some kind of gun. I died a lot of times in this fight, but looking back it's not really that difficult, I was just careless. I will say though because of the restrictive four-directional movement, the near-perfect alignment you need to get a hit in, and that he's only standing still when he's about to launch a volley of bullets at you, there are some annoyances when trying to combat him. And... that's it basically. It's like how Desert Nightmare was. Not so much exploration due to the restrictive, linear nature of the levels, but puzzle-solving and the variety of survival situations to deal with and the variety of means you must deal with them stay true to the creator's game design philosophy for these kinds of RM horror titles he's produced so far.

Now, to return to the story, the ending in particular being why there's such a buzz around it. Before getting into spoiler territory (which I will graciously hide from innocent eyes all over) the whole purpose behind the seven deadly sins is never made really clear. It is an aspect really only partially explored, and one of the few sins you deal with doesn't even seem to pertain to anything about your character, making its inclusion feel seemingly gratuitous. This game was apparently made for a contest so there is the possibility a lot of content was cut out to make it to the deadline. Although I have my own ideas, they may be not at all what was intended, but to me it helps make more sense of this game's handling of this aspect of the story. What I see is that every of these sins is in fact represented, it's just that not all of them are presented the same way. In order to properly put down my thoughts on this and other aspects of the the game I'm gonna have to load up the hide tags and talk about it the only real way I can, in the context of its ending, which is what the whole game is about, and has been from the start. So. here we go, deep into spoiler territory, starting first with what actually happens at the end:
it turns out that not only was the whole game taking place in outer space, but in an outer space prison, where you were kept in an artificial sleep-state, and everything that just happened previously was in your head. And it was inflicted upon you by an advanced computer A.I., named, here we go, Vergil, who was "guiding" you in your head representing itself merely as an avatar this whole time. It's not Vergil's fault though, just forced to take orders from a man who wants revenge for what you did to him, shooting his legs and crippling him, which you did when you found out he murdered his wife, the woman it turns out to be the one you were having an affair with and whose death was tormenting your dreams. Heavy shit here.

As for the sins, we have the first town, a town of diseased people whose body parts are crumbling away and who are trying to chop yours off (that, combined with the river of money, must represent greed, as when you are done with the level "avaritia" is crossed off the list, that word, if you are at all acquainted with the word "avarice," meaning greed). You are insistent on not giving up any body part of yours for anyone. Are you being "greedy" by not willingly offering them a, er, helping hand? Actually, not just a pun on my part. They quite literally take your hand away! So that must have been some test for you that you failed for not offering your hand willingly and making them take it by force. But when you meet the kinder family with a girl whose eyes have crumbled away due to the same disease, and would like to see the ocean at least one last time before she herself inevitably deteriorates, you willingly offer her one of your own eyes. You then both get to look at the sea, but now it is nothing more than a filthy wash of blood and bones. Regardless, you passed this "test." That is when greed is crossed off, meaning that you overcame it and helped someone out out of your own will. Next is seemingly another test, a battlefield, where you find your body parts have been restored for this area, the place where the specter of the woman you loved is there, running away from you. This forbidden romance, your mind will not allow it, or at least your tormentor won't, and in the end when you find her she has been murdered as she was in real life. That's when you take your revenge and battle the gun smuggler who killed her, representing the woman's husband. Revenge being a sin, as part of wrath, you obviously failed this test and are thrown back to the very beginning, where your overcoming of greed is uncrossed and you must endure this level again. That's what it seems initially, but thankfully you don't actually have to do so. Soon enough is when the twist is revealed and you wake up from your tortured, unconscious state. We see other things about this futuristic setting, like how observing prisoners being tormented is an activity enjoyed by the wealthy elite which the man in the wheelchair torturing you is part of. Upon you waking and finding out everything, Vergil, despite being just a computer forced to do its orders (and also explains why it was so cryptic about everything and why it would almost never answer your questions or answer them in a wishy-washy manner), genuinely did try to help as much as possible under its restrictions. By waking you up in fact the computer is pretty much defying the orders of the man in the wheelchair. You find out that he is responsible and ask where he is to which Vergil provides you directions. There is a self-destruct mechanism for the ship that is set, because it wouldn't be a real spaceship without a timed self-destruct mechanism, so then you say your goodbyes to Vergil and you go to finally confront the man in the wheelchair, taking upon the revenge you feel you should have from the start, and are only more motivated to do so this time after what he did to you. Both of them will die in the explosion anyway, so this doesn't matter except as a symbolic gesture, one final act of vengeance you get to take upon yourself. As you pull the trigger the game abruptly cuts to the end credits.


I just want to say, bravo! The ending is great not just because it's unexpected but because of the way it's handled. You can taste the bitterness of its conclusion, the meaningless hatred seeping from the screen. And the abrupt cut to credits, it makes the ending hit harder. This is far from a happy story you're getting here; its very title, meaning "Guilt," drives the point home, and the ending, giving it more context, drives it off the edge.

OK, so now we've established what the ending and what the various other story-spoiling elements are. As to what the sins could be about, I may be pulling this all out of my rear but it's worth a shot:
Besides greed and wrath there is also gluttony, lust, envy, sloth, and pride seemingly unaccounted for. The second area, the wrathful war, tests your ability to overcome that sin, which of course you fail and are forced to start the whole trial over. The greed level is a strange one, I'll get back to that one. And the others? This affair you had with the married woman of the past could represent, of course, lust, and maybe envy, your enviousness of this man's wife, a woman you can't legitimately have in your life, leading you to have this affair. When the husband finds out and outright murders her, it seems both out of wrath on his part, and also pride. But since this would seem to be about the sins you are accused of committing, this wouldn't seem to account for that unless the game really is about the sinful nature of us all. Though pride may also apply to your character, another thing I'll get back to momentarily.

So the crippled man thinks too highly of his own stature to allow this now "tainted" woman ruin his image, so she must be disposed of. You return the favor, sort of, by not killing but crippling him. As they exchanged at the very end of the game, he tells you that you should've killed him instead. You respond that perhaps you should have. Your final symbolic act, the revenge you never truly got the chance to get in, it is of course meaningless. It is a final act of defiance before inevitable death occurs from the self-destruct mechanism. In addition to the wrath you've carried along this whole time, this act is nothing more than one of pride. Even though he will assuredly die anyway, you want to be the agent of his death. You want that status. You feel he deserves it and that you deserve to deliver it. And that's what happens.

What about the others? Gluttony, sloth, the entire level devoted to greed? My idea of the latter-most level I think has to do with the man in the wheelchair himself, combined with Vergil's own spin on this area. People physically decaying, demanding your body parts, to the point of cutting them off to replace their defective ones, I am sure that is something that the crippled man would love nothing more than to do to you if he could to be able to walk again. Vergil has control of your mind, and despite taking orders also is throwing in touches of his own, perhaps trying to communicate and reach you in the only ways he can. The wheelchair-bound man is accusing you of being the greedy one, considering your coveting of his wife "greed." But though you are being tormented, by throwing in tons of useless money and people tearing you apart for your body parts, Vergil may be communicating what it thinks of the wheelchair-bound man and the cruel and unusual punishment he is inflicting on you. It is a machine, but one that recognizes unnecessary human suffering no matter what their crimes or, in this case, "sins" may be. Gluttony and sloth I am unsure of. Gluttony is defined at indulgence in food at the expense of the needy, but is sometimes used to mean indulgence in a general sense. Sloth is of course laziness but more specifically "spiritual" laziness. I have no way of accounting for these, despite how flexible one can be with the definitions of the seven sins, but another thought that crossed me is the roles the characters in the game represent. You are you, just a man, a sinner among many, Vergil is the angel sent from God to guide you, and, yes, the man in the wheelchair is God himself. God in the Old Testament is not shy about inflicting terrible things upon the people for defying him, from floods, pestilence, and horrible fiery death, and the hellish world you're in could be something of a land in the Old Testament if it were in the modern world. You are being punished for defying the wheelchair-bound God, and so perhaps your eventual escape, Vergil's defiance and your revenge is a way of saying "God is dead." Because you just killed him. The blank cut to credits, and the fact we never hear the self-destruct countdown countdown to its end, representing what death really is? A countdown to nothingness? That the two sins you waded through were but mere facades lends credence to this. The title says "guilt," but ironically you would seem to feel no guilt, you are deemed guilty and punished for it by God/the prison, but you feel perfectly justified in your actions, which is why you without hesitation or a second thought straight-up murder the one responsible for your torment.

This sort of scathing nihilism also presents another problem: that there was no real meaning to anything you went through. Even without this probably overblown analysis, one can easily come away from this game feeling as though the game was just a narrative trick on the player. There was no warzone, there was no mass, body-rotting disease spreading through an apocalyptic town, there was no real road to redemption you must go through, and your spiritual guide is just a computer program. It was all meaningless torture by a cruel man wanting revenge. You get out and kill him and that's it. It has a very bleak view of humanity, neither you nor your tormentor are righteous in your actions, and in the end there is only blackness. In one way, one could say that this game is just depressing misanthropy for its own sake, for no greater end except to present ghoulish horror, violence for no point save to serve its gimmicky twist ending that does little more than give you the finger, and nothing in this game may as well have happened at all. I could understand why someone could feel this way, but at the same time, I do think much value can gotten from exploring such unsavory aspects of humanity. Before we go on, let's talk about one of the U.S.'s greatest film-makers to have ever lived, Sam Peckinpah. Much of director Sam Peckinpah's films communicated the irredeemable nature of man and violence, and did so at a time when such subject matter was taboo, especially to the degree he took it, which got him accused of just indulging in nihilism and mindless violence, but others saw value in what he was saying, subverting the romanticized western, showing that people are violent by nature and it's only a matter of what it takes to trigger it, and the meaningless, almost absurd journey of delivering the head of a long-deceased man which results in more tragedy for a price that's worth less than what he's lost, heading toward the only logical conclusion his journey can possibly reach. I wouldn't say this game is nearly as good as a Peckinpah film, but I see a similarity in what it tries to communicate, albeit in the form of dream worlds of surreal horror and science fiction. It's not so much a game about how all of humanity is beyond redemption, it is not pointlessly indulgent torment for all, it is, in the style of a classical tragedy, what happens to everyone who dips too far into pools they never should have and the spiral of violence, revenge and spiritual corruption that runs out of control until all parties are either dead or realize their follies when it is too late.


So yeah, it's a pretty great story tightly packed in so short a time, even if the way it is told may not be to your liking, if not make you feel outright cheated altogether. The other aspects of the game don't quite live up to the story even if they have their merits. It has some decent puzzles, a very good, anxious atmosphere, at least initially, and a few "action" sequences that are a bit tacked-on and sometimes clumsy and frustrating, but they do give the game variety. Perhaps it could have been done outside contest parameters in order to expand on its story ideas further, to make more sense of some things that may not add up or feel irrelevant, but overall I don't have too many complaints.

Now what else is there? Oh, yes, one more thing, the music. I have a few words to say here about it. Much of what I said in my Desert Nightmare review could apply here, but overall, there a mix of great, creepy music that adds to the nervous tension experienced, use of Erik Satie's Gymnopedie which I don't like (I just don't, 'k? I've already gone over this in my review of I'm Scared of Girls - go there), but in any case, the worst offense the game commits is not crediting any of the music used here. The same offense was committed in Desert Nightmare. One could forgive him one time, thinking "Well, maybe a beginner's mistake, he'll learn the next game..." Nope! Unless you are familiar with all of the music here, you either will have no idea what the sources of the music used here are, so if you like the tunes and want to look for them, tough, or more egregiously, might get the impression the creator of this game made them. I recognized a track from Silent Hill 3 here (the Otherworld Office level I think it was) and of course Satie. All the other music might have been used from similarly third-party sources. Whatever your thoughts are on laws surrounding using commercial music in non-commercial creative works as this, and I won't rant on about that since I exhausted my head on that already in my Desert Nightmare review, I will repeat, it is only a courteous gesture that you put in the credits where everything, including if not especially the music, came from. Why he won't do this I have no clue. If he has a third game out I'd be curious to know what he did there. If he's working on another game someone should tell him to do this. It shouldn't take any effort on his part and it would just be a polite thing to do in the long run. Don't be the Led Zeppelin to your music sources' Jake Holmes, dude!

*sigh* Anyway that's all I have to say about Schuld. It is better in a lot of ways than Desert Nightmare, but also different in ways that it's hard to compare the two. They both suffer from that problem of not crediting at all its music obviously taken from third-party sources which is a black mark on it, some might find its narrative obfuscating, or at least completely meaningless when the end arrives, and it probably could have done more to explore its themes left dangling by the end leaving me to jump to wild interpretations to help fill in the gaps. I will say that Desert Nightmare's story was better told, while this game's story is simply better even if it does jump around a lot. Gameplay-wise it's about the same as what you had in DN, just less of it. So if you like psychological horror with a touch of drama, I definitely recommend this. And if you're more of a Satie fan than I am you may like this even more than I do whether or not you care that he's not even credited!

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A very well, thought-out review, and at least made me a bit more open-minded to things I did not otherwise consider. I got several of the metaphors myself, but you went in much deeper than I would have, and for that it makes this game much more appealing, almost like a great piece of literature that is studied and discussed to no end on the possible interpretations.

It could make for a very decent short story or novella, if not an episode on Twilight Zone or Outer Limits.

Personally, I would have liked the ending to have been a tad different (spoiler below), but it's a minor point in an otherwise decent game.

I was disappointed at how abrupt the ending was. That judge got off easy, and it makes me a bit sad the developer didn't go the extra mile to give the judge what he deserved. It would have been very poetic to see the judge caught up in the same nightmare he used to torture so many others with.


Otherwise, that appearance of God and the portrayals of hell had to be some of the best scenes I've seen in an RPG Maker game.
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