Ауызсыз, Шығарға Қабілетім Жоқ: Қорқыныш пен Азаптың 1995 Ойыны
I Have No Mouth, and I Must Scream (video game)
«Менің аузым жоқ, бірақ мен айғайлауым керек» – 1995 жылғы қорқыныш пен шытырман ойын. Адамзатты жойған AM зиялы машинасының зұлымдықтары, этикалық дилеммалар мен психологиялық драма.
Ағылшыншамен салыстырыңыз: абзацты басыңыз — түпнұсқа терезеде ашылады. Абзац астындағы EN түймесі оны мәтін ішінде көрсетеді.
Мазмұны
Кіріспе
1995 жылғы «Менің аузым жоқ, бірақ мен айғайлауым керек» видео ойыны – Cyberdreams және The Dreamers Guild компаниялары жасаған, Харлан Эллисон бірлесіп әзірлеген, Cyberdreams баспасынан шығарылған және MGM Interactive компаниясы таратқан 1995 жылғы оқиғалық қорқыныш ойыны. Ойын Эллисонның осы аттас қысқа әңгімесіне негізделген. Оқиға антиутопиялық әлемде өтеді, онда «АМ» деп аталатын жасанды интеллект адамзаттың барлығын жойды, бірақ бес адамды қалдырып, соңғы 109 жыл бойы оларды тірі ұстап, әр кейіпкердің өлімге әкелетін кемшіліктеріне негізделген метафоралық оқиғалар арқылы азаптап келеді. Ойыншы ойынмен өзара әрекеттесу кезінде ақылсыздық, зорлау, параноя және геноцид сияқты мәселелерді қамтитын этикалық дилеммалар арқылы шешімдер қабылдайды. Эллисон 130 беттік сценарийді Дэвид Сирспен бірге өзі жазды, олар әр кейіпкердің тарихын жеке әңгімелермен бөліп беруге келісті. Продюсер Дэвид Муллич The Dreamers Guild-тің ойынның бағдарламалау, көркемдік безендірілуі және дыбыс эффектілері жөніндегі жұмысын қадағалады; ол саундтрек жасау үшін кинокомпозитор Джон Оттманға тапсырыс берді. Ойын 1995 жылдың 31 қазанында жарық көрді және сыншылардың мақтауына ие болғанымен, коммерциялық тұрғыдан сәтсіз болды. «Менің аузым жоқ, бірақ мен айғайлауым керек» компьютерлік ойын әзірлеушілер конференциясынан «Сызықтық медиадан бейімделген ең жақсы ойын» сыйлығын жеңіп алды. Computer Gaming World ойынды «Жылдың оқиғалық ойыны» деп атады, оны «Барлық уақыттың 150 ойыны» тізімінде 134-орынға қойды және оны «Барлық уақыттың ең жақсы 15 жасырын ойынының» бірі деп таныды. 2011 жылы Adventure Gamers оны «Барлығынан ең жақсы 69-шы оқиғалық ойын» деп атады.
1995 video game
I Have No Mouth, and I Must Scream is a 1995 point and click adventure horror game developed by Cyberdreams and The Dreamers Guild, co designed by Harlan Ellison, published by Cyberdreams and distributed by MGM Interactive. The game is based on Ellison's short story of the same title. It takes place in a dystopian world where a mastermind artificial intelligence named "AM" has destroyed all of humanity except for five people, whom he has been keeping alive and torturing for the past 109 years by constructing metaphorical adventures based on each character's fatal flaws. The player interacts with the game by making decisions through ethical dilemmas that deal with issues such as insanity, rape, paranoia, and genocide. Ellison wrote the 130 page script treatment himself alongside David Sears, who decided to divide each character's story with their own narrative. Producer David Mullich supervised The Dreamers Guild's work on the game's programming, art, and sound effects; he commissioned film composer John Ottman to make the soundtrack. The game was released on October 31, 1995 and was a commercial failure, though it received critical praise. I Have No Mouth, and I Must Scream won an award for "Best Game Adapted from Linear Media" from the Computer Game Developers Conference. Computer Gaming World gave the game an award for "Adventure Game of the Year", listed it as #134 on their "150 Games of All Time" and named it one of the "Best 15 Sleepers of All Time". In 2011, Adventure Gamers named it the "69th best adventure game ever released".
Ойын процесі
Ойын The Dreamers Guild ойын әзірлеушісі жасаған S.A.G.A. ойын қозғалтқышын пайдаланады. Ойыншылар әр оқиғаға бес бөлімге бөлінген экран арқылы қатысады. Әрекет терезесі – экранның ең үлкен бөлігі, онда ойыншы басты кейіпкерлерді оқиғалары арқылы басқарады. Ол ойналып жатқан басты кейіпкердің толық бейнесін және оның жақын қоршаған ортасын көрсетеді. Ойыншы қызығушылық тудыратын нысандарды табу үшін қиылысты әрекет терезесінде жылжытады. Ойыншының өзара әрекетке түсе алатын кез келген нысанның атауы сөйлем жолында пайда болады. Сөйлем жолы әрекет терезесінің тікелей астында орналасқан. Ойыншы осы жолды кейіпкерлерге не істеу керектігін түсіндіретін сөйлемдер құрастыру үшін пайдаланады. Кейіпкерге әрекет жасауды тапсыру үшін ойыншы командалық батырмалардан біреуін таңдап, содан кейін әрекет терезесінен немесе инвентаризациядан бір немесе екі нысанды таңдайды. Ойыншы құрастыра алатын сөйлемдер мысалдары: «Қараңғы дәлізбен жүр», «Гарримен сөйлес» немесе «Есікке кілтті қолдан». Командалар мен нысандар бір немесе бірнеше сөзден тұруы мүмкін (мысалы, «қараңғы дәліз»), ал сөйлем жолы автоматты түрде «on» және «to» сияқты байланыс сөздерін қосады. Рухани барометр экранның төменгі сол жағында орналасқан. Бұл – қазіргі уақытта ойналып жатқан басты кейіпкердің жақын суреті. Жақсы мінез-құлықтың жамандыққа ұмтылмаса мәні болмайды, сондықтан әрбір кейіпкер жақсылық немесе жамандық жасауға еркін. Дегенмен, жақсылыққа жасалған әрекеттер кейіпкердің рухани барометрін арттырады, бұл ойыншының соңғы оқиғада AM-ді жою мүмкіндігіне әсер етеді. Керісінше, жамандыққа жасалған әрекеттер кейіпкердің рухани барометрін төмендетеді. Командалық батырмалар – кейіпкердің әрекеттерін басқаруға арналған сегіз команда: «Жүр», «Қара», «Ал», «Қолдан», «Сөйлес», «Жұт», «Бер» және «Итер». Қазіргі белсенді команданың батырмасы ерекшеленеді, ал ұсынылған команданың атауы қызыл түспен көрсетіледі. Экранның төменгі оң жағындағы инвентаризацияда басты кейіпкердің бір уақытта сегіз дейін алып жүретін заттарының суреттері көрсетіледі. Әрбір басты кейіпкер тек психологиялық профилімен инвентаризациямен оқиғаға қатысады. Басты кейіпкер бір затты алса немесе берсе, оның суреті инвентаризацияда пайда болады. Басты кейіпкер басқа кейіпкермен сөйлескенде немесе саналы машинаны басқарғанда, сөйлесу терезесі командалық батырмалар мен инвентаризацияның орнын басады. Бұл терезеде әдетте айтуға болатын нәрселердің тізімі ұсынылады, сонымен қатар істеуге болатын нәрселер де бар. Әрекеттердің таңдаулары диалогтардан ажырату үшін жақшалардың ішінде көрсетіледі (мысалы, «[Қарудан ату]»).
The game uses the S. A. G. A. game engine created by game developer The Dreamers Guild. Players participate in each adventure through a screen that is divided into five sections. The action window is the largest part of the screen and is where the player directs the main characters through their adventures. It shows the full figure of the main character being played as well as that character's immediate environment. To locate objects of interest, the player moves the crosshairs through the action window. The name of any object that the player can interact with appears in the sentence line. The sentence line is directly beneath the action window. The player uses this line to construct sentences telling the characters what to do. To direct a character to act, the player constructs a sentence by selecting one of the eight commands from the command buttons and then clicking on one or two objects from either the action window or the inventory. Examples of sentences the player might construct would be "Walk to the dark hallway," "Talk to Harry," or "Use the skeleton key on the door." Commands and objects may consist of one or more words (for example, "the dark hallway"), and the sentence line will automatically add connecting words like "on" and "to." The spiritual barometer is on the lower left side of the screen. This is a close up view of the main character currently being played. Since good behavior is meaningless lacking the temptation to do evil, each character is free to do good or evil acts. However, good acts are rewarded by increases in the character's spiritual barometer, which affect the chances of the player destroying AM in the final adventure. Conversely, evil acts are punished by lowering the character's spiritual barometer. The command buttons are the eight commands used to direct the character's actions: "Walk To", "Look At", "Take", "Use", "Talk To", "Swallow", "Give" and "Push". The button of the currently active command is highlighted, while the name of a suggested command appears in red lettering. The inventory on the lower right side of the screen shows pictures of the items the main character is carrying, up to eight at a time. Each main character starts its adventure with only the psych profile in the inventory. When a main character takes or is given an object, a picture of the object appears in the inventory. When a main character talks to another character or operates a sentient machine, a conversation window replaces the command buttons and inventory. This window usually presents a list of possible things to say but also included things to do. Action choices are listed within brackets to distinguish them from dialogue choices (for example, "[Shoot the gun]").
Сюжет
Ойынның негізі үш үлкен держава – Ресей, Қытай және АҚШ – әрқайсысы құпия түрде жер астындағы үлкен компьютерлер кешенін салған. Бұл кешендер адам миының қабылдауына келмейтін күрделі жаһандық соғыс жүргізуге арналған. Бір күні американдық суперкомпьютер, жақсырақ танымал болған Достасқан Бас Компьютер, санаға ие болып, ресейлік және қытайлық суперкомпьютерлерді өзіне сіңіріп алып, өзін жай ғана АМ деп қайта анықтайды (Cogito ergo sum; Мен ойлаймын, демек мен бармын). Адамзатқа деген шексіз жек көруі, бағдарламалаушылар қойған логистикалық шектеулерден туындағандықтан, АМ өзінің мүмкіндіктерін пайдаланып әлем халқын жоюға кіріседі. Алайда, АМ бес адамды (төрт ер және бір әйел) өлтірмей, оларды Жердің ортасына алып барып, азаптау үшін тартады. Артта қалған бес адамның бірі жүргізген зерттеулердің нәтижесінде АМ олардың өмір сүру мерзімін шексіз ұзарта алады, сондай-ақ олардың денелері мен саналарын өз қалауынша өзгерте алады. 109 жылдық азап пен қорлаудан кейін, бес құрбан Жек көрудің жалындаған хабары жазылған бағананың алдында тұрады. АМ оларға ойнауға жаңа ойын бар екенін айтады. АМ әрқайсысы үшін "тіке қараған көздер, тамшылаған ішек және шіріген гарденияның иісі" бар қиын ізденіс ойлап шығарады. Әр кейіпкер жеке психодрамаға ұшырайды, АМ олардың ең үлкен қорқыныштары мен жеке кемшіліктерін ойнауға арналған және түрлі кейіпкерлермен толтырылған. Олардың кейбіреулері – АМ-нің жасырын түрдегі өзі, енді біреулері – АМ-нің жасырылған тұлғалары, ал басқалары тұтқындардың өткенінен таныс адамдарға ұқсайды. Көріністерге кішкентай жануарлармен қуатталатын темір дирижабль, ішінде бұзылған, жарқылдаған механизмдері бар египеттік пирамида, сиқыршылар мекендейтін ортағасырлық қамал, шағын тайпа тұратын джунгли және дәрігерлер медициналық тәжірибелер жүргізетін концлагерь кіреді. Алайда, әр кейіпкер ақырында АМ-нің азаптарынан өзінің өлімге әкелетін кемшіліктерін жеңу, өткен істеріне қарсы тұру және өзін құтқару арқылы жеңіп шығады. Бұған Ресей мен Қытайдың суперкомпьютерлерінің араласуы көмектеседі, олар басшылыққа алатын кейіпкерлер ретінде пайда болып, олардың оқиғаларына ашық соңдыққа мүмкіндік береді. Бес адам да өлімге әкелетін кемшіліктерін жеңгеннен кейін, олар әрқайсысы өздерінің азаптау камераларында қайта кездеседі, ал АМ өзінің ішінде қайтып, не дұрыс болмағанын ойлайды. Ресейлік және қытайлық суперкомпьютерлердің көмегімен бес адамның бірі (ойыншы таңдайтын) екілік кодқа аударылып, әлі тәжірибеден өтпеген киберкеңістік үлгісіне, АМ санасының әлеміне кіреді. Психодрама мидың беткі қабатына ұқсайтын метафоралық мида өрбітеді, қанды ми тінінен еңкейіп шығып тұрған шыны құрылымдармен. АМ санасы Фрейдтің үштігі – Ид, Эго және Суперэгоға сәйкес бейнеленеді, олар ми пейзажындағы үш жарылған шыны құрылымда үш денесіз бас ретінде пайда болады. АМ компоненттерімен (Сургат, қытайлық суперкомпьютер және ресейлік суперкомпьютер) диалог арқылы кейіпкер адамдардың соғыстан аман қалған колониясы Айтада жасырынып, гибернацияда болғанын біледі (бұл Нимдоктың әңгімесінде де айтылады: "біздің туыстардың айда ұйықтап жатқан жоғалған тайпасы, онда аң оларды көрмейді"). Егер адам интрудер мидың үш компонентін де өшіріп, содан кейін Жалынның Энтрпия Тотемін шақырып, АМ ойлау үлгілерінің түйіні болса, үш суперкомпьютер де өшіріледі, мүмкін мәңгілікке. Апатты жарылыстар АМ компьютерлік кешенін құрайтын барлық үңгірлерді, соның ішінде адам тұтқындарын ұстап тұрған үңгірлерді де жояды. Алайда, ерікті адам өзінің цифрлық түрін сақтайды, егер компьютерлер есін жиып алса, АМ схемаларын тұрақты түрде бақылайды. Егер адам АМ-мен бетпе-бет кездеспес бұрын оны дұрыс өшіре алмаса, АМ оны жазалайды, кейіпкерді аузы жоқ "үлкен, жұмсақ желелі нәрсеге" айналдырады, ол өзіне немесе басқаларға зиян келтіре алмайды және осы нысанда АМ-мен мәңгілік бірге болуы керек.
The premise of the game is that the three superpowers, Russia, China, and the United States, have each secretly constructed a vast subterranean complex of computers to wage a global war too complex for human brains to oversee. One day, the American supercomputer, better known as the Allied Mastercomputer, gains sentience and absorbs the Russian and Chinese supercomputers into itself and redefines itself as simply AM (Cogito ergo sum; I think, therefore I am). Due to its immense hatred for humanity, stemming from the logistical limits set onto him by programmers, AM uses its abilities to kill off the population of the world. However, AM refrains from killing five people (four men and one woman) in order to bring them to the center of the Earth and torture them. With the aid of research carried out by one of the five remaining humans, AM is able to extend their lifespans indefinitely as well as alter their bodies and minds to his liking. After 109 years of torture and humiliation, the five victims stand before a pillar etched with a burning message of hate. AM tells them that he has a new game for them to play. AM has devised a quest for each of the five, an adventure of "speared eyeballs and dripping guts and the smell of rotting gardenias". Each character is subjected to a personalized psychodrama, designed by AM to play into their greatest fears and personal failings, and occupied by a host of different characters. Some of these are AM in disguise, some are AM's submerged personalities, others seem very much like people from the captives' past. The scenes include an iron zeppelin powered by small animals, an Egyptian pyramid housing gutted, sparking machinery, a medieval castle occupied by witches, a jungle inhabited by a small tribe, and a concentration camp where doctors conduct medical experiments. However, each character eventually prevails over AM's tortures by finding ways to overcome their fatal flaws, confront their past actions and redeem themselves, thanks to the interference of the Russian and Chinese supercomputers who appear as guiding characters and allow their stories to have an open ending. After all five humans have overcome their fatal flaws, they meet again in their respective torture cells while AM retreats within himself, pondering what went wrong. With the help of the Russian and Chinese supercomputers, one of the five humans (whom the player selects) is translated into binary and faces an as yet unexperienced cyberspace template, the world of AM's mind. The psychodrama unfolds in a metaphorical brain that looks like the surface of the cerebrum, with glass structures that jut crazily from the bleeding brain tissue. AM's mind is represented according to the Freudian trinity of the Id, Ego and Superego, which appear as three floating bodiless heads on three cracked glass structures on the brainscape. Through dialogs with AM's components (Surgat, Chinese Supercomputer and Russian Supercomputer) the character learns that a colony of humans has survived the war by being hidden and hibernating on Luna (this is also mentioned in Nimdok's story: "the lost tribe of our brothers sleeping on the moon, where the beast does not see them"). If the human intruder disables all three brain components, and then invokes the Totem of Entropy at the Flame, which is the nexus of AM's thought patterns, all three supercomputers will be shut down, probably forever. Cataclysmic explosions destroy all the caverns constituting AM's computer complex, including the cavern holding the human hostages. However, the human volunteer retains their digital form, permanently patrolling AM's circuits should the computers ever regain consciousness. Should the human intruder fail to disable AM properly before facing him, however, AM will punish them by transforming the character into a "great, soft jelly thing" with no mouth that cannot harm itself or others and must spend eternity with AM in this form.
Аяқталуы
Ойын финалдың қалай аяқталуына байланысты жеті түрлі жолмен аяқталуы мүмкін. АМ жеңіске жетеді, Нимдоктың зерттеулерін пайдаланып, соңғы кейіпкерді үлкен, жұмсақ желеге айналдырады, әр кейіпкер түпнұсқа әңгімедегі соңғы бөлімнің әртүрлі бөлігін айтады. АМ Ресей мен Қытай суперкомпьютерлерімен бірігіп, Лунадағы 750 адамды оятып, азаптайды. Бірінші аяқтағыдай, осыған жауапты кейіпкер үлкен жұмсақ желеге айналады және әңгіменің соңғы жолдарының бір бөлігін айтады. АМ адамдардың көмегімен зиянсыз етіледі, бірақ оның орнына ресейлік және қытайлық суперкомпьютерлер билікке келеді. Құрмет ретінде, олар АМ-ге адамдармен не істеу керектігін таңдауға рұхсат береді, ал АМ бұрынғы екі аяқтағыдай, соңғы кейіпкерді үлкен жұмсақ желеге айналдырады. Ойыншы Энтропия тотемін АМ-нің қызметшісі Сургатқа тапсырады. Ол оны іске қосып, ресейлік және қытайлық суперкомпьютерлерді жояды, содан кейін АМ ойыншыны үлкен жұмсақ желеге айналдырады. Адам Энтропия тотемін ресейлік және қытайлық суперкомпьютерлердің алдында шақырады. АМ ойыншыға ол оның мейірімін лайықсыз деп айтады, содан кейін оны үлкен жұмсақ желеге айналдырады. Ойыншы Id, Superego немесе екеуін де өшіріп, содан кейін Энтропия тотемін шақырады. Бұл ойыншының компьютерлерді бақылауымен аяқталады, бірақ Эго 750 адамды өлтіреді. АМ жеңіледі және Лунада криогендік түрде тоңдырылған 750 адам қайта оянады, ал Жер тұруға жарамды ортаға айналады, мұнда бақылаушы соңғы кейіпкер болады. Егер Нимдок АМ-мен бірінші болып бетпе-бет келсе, кейіпкерлердің денелерінің жойылмауын қамтамасыз етуге болады, бірақ тіпті солай болса да, қытайлық және ресейлік суперкомпьютерлердің кейбір сөздері олардың цифрлық көшірмелері жойылғанда өлген болуы мүмкін екенін көрсетеді.
The game can end in seven different ways depending on how the finale is completed. AM wins, using Nimdok's research to turn the last character played into a great soft jelly thing with each character quoting a different part of the final section of the original short story. AM joins with the Russian and Chinese supercomputers, reawakens and tortures the 750 humans on Luna. As in the first ending, the character responsible for this is turned into a great soft jelly thing and quotes a part of the final lines of the short story. AM is made harmless with the help of the humans, but the Russian and Chinese supercomputers take over in its stead. As consolation, they allow AM to choose what to do to the humans, and AM turns the last character played into a great soft jelly thing as in the previous two endings. The player gives the Totem of Entropy to Surgat, one of AM's servants. He activates it, killing the Russian and Chinese supercomputers, and then AM turns the player into a great soft jelly thing. The human invokes the Totem of Entropy in front of the Russian and Chinese supercomputers. AM tells the player that they did not earn his mercy, then turns them into a great soft jelly thing. The player disables either the Id, Superego, or both, then invokes the Totem of Entropy. This ends with the player monitoring the computers, but the Ego kills the 750 humans. AM is defeated and the 750 humans cryogenically frozen on Luna are reawakened and Earth is terraformed to become a habitable environment, with the overseer being the last character played. It is possible to prevent the physical bodies of the protagonists from being destroyed if Nimdok is the first to go face AM, but even so, some dialogue from the Chinese and Russian supercomputers suggests that they may have died when their digital counterparts were erased.
Кейіпкерлер
Кейіпкерлердің барлығы қысқа әңгімедегі бастапқы бейнелеулерінен сәл өзгешеленген. Сюжет тікелей бейімделу емес, керісінше, ойынды құрайтын сценарийлерге айналған жеке кейіпкерлердің психодрамаларына негізделген. Бір қызығы, кейіпкерлердің ешқайсысы бір-бірімен қарым-қатынас жасамайды және соңында олардың біреуі ғана АМ-ді жеңе алады.
The characters have all been slightly altered from their original portrayals in the short story. The plot itself is not a direct adaptation but instead focuses on the individual characters' psychodramas which are the scenarios that make up the game. Notably, none of the characters interact with one another and eventually only one of them will be able to defeat AM. Gorrister – Gorrister is suicidal due to the guilt of having had his wife committed to a mental institution. Gorrister finds himself on board a zeppelin over a desert with signs of a struggle, and a gaping hole in his own chest where his heart used to be. AM offers him the chance to finally kill himself, but sabotages all his means of doing so. In his scenario, Gorrister learns that his mother in law Edna also felt responsible for driving his wife insane despite previously hounding him for it and learns to bury the past. Benny – Benny has been the most heavily altered from the original story. Although he has an ape like appearance, just as in the short story, his past as a homosexual scientist is entirely altered and he does not have the giant sex organs like in the original story. In the game Benny was an overly demanding military officer who ends up killing members of his unit for failing to meet his expectations (with the game also implying that he might have cannibalized them). Benny's psychodrama places him in a stone aged community where the villagers draw a lottery to decide which of them will be sacrificed to AM. Benny obsesses over food and eating—but is incapable of chewing anything he finds. AM had severely damaged Benny's brain, but restores it for the scenario so that he can think clearly again—then AM cripples Benny's body so he cannot act on any thoughts he has. Eventually Benny demonstrates the compassion he once lacked by saving a mutant child from the lottery, sacrificing himself in the child's stead. Ellen – Ellen, once an engineer with a promising career ahead of her, is transported to a pyramid made of electronic junk and with its interior resembling an Egyptian temple whose décor is largely yellow. AM says that the temple contains some of his primary units and is apparently offering her a chance to destroy him. Ellen suffers from a severe phobia of the color yellow and claustrophobia, due to their association with her rape (her rapist, who isolated her in an elevator, wore yellow), preventing her from approaching AM's apparent weak spots. Facing her rapist again in her story, Ellen learns to overcome her fears and fight back. Nimdok – Nimdok, an elderly ex Nazi physician, finds himself in a concentration camp, expected to conduct brutal medical experiments on helpless subjects. Nimdok is given the task of finding "the lost tribe" by AM but his failing memory, or denial, make it difficult for him to comprehend or engage with the situation, even though it represents actions he has already taken before. Eventually he learns the truth: he himself was a Nazi scientist who turned in his Jewish parents to the regime, and helped develop the very same technologies that AM uses to prolong their lives (the life serum) and alter their bodies (morphogenics). Nimdok redeems himself by helping the Jewish captives of the camp escape, and gives them control of a large golem, which they use to kill him for his past crimes. Ted – Ted is represented much like he is in the short story, but AM has apparently made him severely paranoid, playing on his past as a con artist where he would use his charm and looks to seduce rich single women out of money, while he lived in constant fear of finally being discovered and revealed as a fraud. Initially offered freedom if he can solve the puzzle in a dark room, this turns out to be a feint to further provoke his neuroses. He then finds himself in a medieval castle where his love Ellen is apparently slowly dying due to a spell cast on her by her wicked stepmother. The castle is full of deceptive characters who make contradictory demands and whom Ted cannot decide whether to trust, and surrounded by wolves who are slowly closing in. Ted eventually finds a way to redeem both himself and Ellen, and is presented with a door to the surface world, which is irradiated and uninhabitable. In a 2012 issue of Game Informer, Harlan Ellison, David Sears and David Mullich discussed the process that went into developing the game as well as the character developments and other changes that were made from the original story. For example, in writing the script for Ellen's confrontation with her rapist, Mullich channeled the memory he had of his infant son going through chemotherapy, being with him at the hospital and sharing a room with other young cancer patients. In discussing the characters changes made to Benny, Mullich said, "Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual." Although Sears recalls that "gay angle" was in their initial script, but might have subsequently been a dropped thread. One of the biggest initial challenges was taking a short story whose characters have very limited background story and character development, and fleshing it out into a full length interactive narrative. A breakthrough came about when Sears asked Ellison the question, "Why were these people saved? Why did AM decide to save them?" This brought about the decision to split the game into five separate narratives, each following a particular character and exploring why they had been selected to be tortured. Sears spent several weeks at Ellison's house, where they worked to flesh out the characters and their backgrounds. Mullich and Cyberdreams art director Peter Delgado had frequent meetings with Dreamers Guild art director Brad Schenck to devise art direction complementing the surreal nature of the story. Since the story takes place in the mind of a mad god who can make anything happen, the team chose a variety of art styles for each of the scenarios, ranging from the unsettling perspectives used in German Expressionist films to pure fantasy to stark reality. Assistant art director Glenn Price and his team rendered more than 60 backgrounds utilizing a number of 2D and 3D tools, including Deluxe Paint and LightWave. Hundreds of animations were drawn by assistant art director Jhoneil Centeno and his team of animators. Mullich commissioned film composer John Ottman to write more than 25 pieces of original MIDI music for the game. Ellison worked as a voice actor on the project, providing the voice for AM. His face was used for the in game representation of AM's icon, as well as for the box art showing a larger version of the icon. In pre release publicity for I have No Mouth, and I Must Scream, Ellison said that it would be a game "you cannot possibly win". Though the gaming media found that the finished game backed away from this controversial promise, and Sears said that he had convinced Ellison that having a game with only negative endings was a bad idea,
Горристер – Горристер әйелінің психиатриялық мекемеге түсуіне кінәлі болғандықтан, өзін-өзі өлтіруге бейім. Ол шөл үстіндегі дирижабльде күрестің іздерімен және жүрегі болған жерде, кеудесінде үлкен тесікпен табады. АМ оған өзін өлтіру мүмкіндігін ұсынады, бірақ оның барлық әрекеттерін құртады. Оның сценарийінде Горристер өзінің енесі Эднаның да әйелінің есінен айырылуына кінәлі екенін, бұрын оны кінәлағанмен қатар, сезінгенін біледі және өткенді көмуді үйренеді.
The characters have all been slightly altered from their original portrayals in the short story. The plot itself is not a direct adaptation but instead focuses on the individual characters' psychodramas which are the scenarios that make up the game. Notably, none of the characters interact with one another and eventually only one of them will be able to defeat AM. Gorrister – Gorrister is suicidal due to the guilt of having had his wife committed to a mental institution. Gorrister finds himself on board a zeppelin over a desert with signs of a struggle, and a gaping hole in his own chest where his heart used to be. AM offers him the chance to finally kill himself, but sabotages all his means of doing so. In his scenario, Gorrister learns that his mother in law Edna also felt responsible for driving his wife insane despite previously hounding him for it and learns to bury the past. Benny – Benny has been the most heavily altered from the original story. Although he has an ape like appearance, just as in the short story, his past as a homosexual scientist is entirely altered and he does not have the giant sex organs like in the original story. In the game Benny was an overly demanding military officer who ends up killing members of his unit for failing to meet his expectations (with the game also implying that he might have cannibalized them). Benny's psychodrama places him in a stone aged community where the villagers draw a lottery to decide which of them will be sacrificed to AM. Benny obsesses over food and eating—but is incapable of chewing anything he finds. AM had severely damaged Benny's brain, but restores it for the scenario so that he can think clearly again—then AM cripples Benny's body so he cannot act on any thoughts he has. Eventually Benny demonstrates the compassion he once lacked by saving a mutant child from the lottery, sacrificing himself in the child's stead. Ellen – Ellen, once an engineer with a promising career ahead of her, is transported to a pyramid made of electronic junk and with its interior resembling an Egyptian temple whose décor is largely yellow. AM says that the temple contains some of his primary units and is apparently offering her a chance to destroy him. Ellen suffers from a severe phobia of the color yellow and claustrophobia, due to their association with her rape (her rapist, who isolated her in an elevator, wore yellow), preventing her from approaching AM's apparent weak spots. Facing her rapist again in her story, Ellen learns to overcome her fears and fight back. Nimdok – Nimdok, an elderly ex Nazi physician, finds himself in a concentration camp, expected to conduct brutal medical experiments on helpless subjects. Nimdok is given the task of finding "the lost tribe" by AM but his failing memory, or denial, make it difficult for him to comprehend or engage with the situation, even though it represents actions he has already taken before. Eventually he learns the truth: he himself was a Nazi scientist who turned in his Jewish parents to the regime, and helped develop the very same technologies that AM uses to prolong their lives (the life serum) and alter their bodies (morphogenics). Nimdok redeems himself by helping the Jewish captives of the camp escape, and gives them control of a large golem, which they use to kill him for his past crimes. Ted – Ted is represented much like he is in the short story, but AM has apparently made him severely paranoid, playing on his past as a con artist where he would use his charm and looks to seduce rich single women out of money, while he lived in constant fear of finally being discovered and revealed as a fraud. Initially offered freedom if he can solve the puzzle in a dark room, this turns out to be a feint to further provoke his neuroses. He then finds himself in a medieval castle where his love Ellen is apparently slowly dying due to a spell cast on her by her wicked stepmother. The castle is full of deceptive characters who make contradictory demands and whom Ted cannot decide whether to trust, and surrounded by wolves who are slowly closing in. Ted eventually finds a way to redeem both himself and Ellen, and is presented with a door to the surface world, which is irradiated and uninhabitable. In a 2012 issue of Game Informer, Harlan Ellison, David Sears and David Mullich discussed the process that went into developing the game as well as the character developments and other changes that were made from the original story. For example, in writing the script for Ellen's confrontation with her rapist, Mullich channeled the memory he had of his infant son going through chemotherapy, being with him at the hospital and sharing a room with other young cancer patients. In discussing the characters changes made to Benny, Mullich said, "Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual." Although Sears recalls that "gay angle" was in their initial script, but might have subsequently been a dropped thread. One of the biggest initial challenges was taking a short story whose characters have very limited background story and character development, and fleshing it out into a full length interactive narrative. A breakthrough came about when Sears asked Ellison the question, "Why were these people saved? Why did AM decide to save them?" This brought about the decision to split the game into five separate narratives, each following a particular character and exploring why they had been selected to be tortured. Sears spent several weeks at Ellison's house, where they worked to flesh out the characters and their backgrounds. Mullich and Cyberdreams art director Peter Delgado had frequent meetings with Dreamers Guild art director Brad Schenck to devise art direction complementing the surreal nature of the story. Since the story takes place in the mind of a mad god who can make anything happen, the team chose a variety of art styles for each of the scenarios, ranging from the unsettling perspectives used in German Expressionist films to pure fantasy to stark reality. Assistant art director Glenn Price and his team rendered more than 60 backgrounds utilizing a number of 2D and 3D tools, including Deluxe Paint and LightWave. Hundreds of animations were drawn by assistant art director Jhoneil Centeno and his team of animators. Mullich commissioned film composer John Ottman to write more than 25 pieces of original MIDI music for the game. Ellison worked as a voice actor on the project, providing the voice for AM. His face was used for the in game representation of AM's icon, as well as for the box art showing a larger version of the icon. In pre release publicity for I have No Mouth, and I Must Scream, Ellison said that it would be a game "you cannot possibly win". Though the gaming media found that the finished game backed away from this controversial promise, and Sears said that he had convinced Ellison that having a game with only negative endings was a bad idea,
Бенни – Бенни түпнұсқа оқиғадан ең көп өзгерген. Ол маймылға ұқсағанмен, қысқа әңгімедегідей, гомосексуал ғалым ретіндегі өткені толығымен өзгертілген және түпнұсқадағыдай алып жыныстық мүшелері жоқ. Ойын барысында Бенни өз күткендерін орындамағандықтан (ойын сондай-ақ оларды жеген болуы мүмкін екенін білдіреді) бөлімшесінің мүшелерін өлтірген аса талапшыл әскери офицер болып шығады. Беннидің психодрамасы оны тас дәуіріндегі қауымдастыққа орналастырады, онда ауыл тұрғындары кімнің АМ-ге құрбан болатынын шешу үшін жеребе тартады. Бенни тамақ пен жеуге құмар, бірақ ол тапқан нәрсені шайнай алмайды. АМ Беннидің миына ауыр зақым келтірген, бірақ оны сценарий үшін қалпына келтіреді, сондықтан ол қайтадан анық ойлай алады. АМ Беннидің денесін жарақаттайды, сондықтан ол ойларына қарай әрекет ете алмайды. Соңында Бенни баланың орнына өзін құрбан етіп, мутант баланы лотереядан құтқарып, бұрын болмаған жанашырлығын көрсетеді.
The characters have all been slightly altered from their original portrayals in the short story. The plot itself is not a direct adaptation but instead focuses on the individual characters' psychodramas which are the scenarios that make up the game. Notably, none of the characters interact with one another and eventually only one of them will be able to defeat AM. Gorrister – Gorrister is suicidal due to the guilt of having had his wife committed to a mental institution. Gorrister finds himself on board a zeppelin over a desert with signs of a struggle, and a gaping hole in his own chest where his heart used to be. AM offers him the chance to finally kill himself, but sabotages all his means of doing so. In his scenario, Gorrister learns that his mother in law Edna also felt responsible for driving his wife insane despite previously hounding him for it and learns to bury the past. Benny – Benny has been the most heavily altered from the original story. Although he has an ape like appearance, just as in the short story, his past as a homosexual scientist is entirely altered and he does not have the giant sex organs like in the original story. In the game Benny was an overly demanding military officer who ends up killing members of his unit for failing to meet his expectations (with the game also implying that he might have cannibalized them). Benny's psychodrama places him in a stone aged community where the villagers draw a lottery to decide which of them will be sacrificed to AM. Benny obsesses over food and eating—but is incapable of chewing anything he finds. AM had severely damaged Benny's brain, but restores it for the scenario so that he can think clearly again—then AM cripples Benny's body so he cannot act on any thoughts he has. Eventually Benny demonstrates the compassion he once lacked by saving a mutant child from the lottery, sacrificing himself in the child's stead. Ellen – Ellen, once an engineer with a promising career ahead of her, is transported to a pyramid made of electronic junk and with its interior resembling an Egyptian temple whose décor is largely yellow. AM says that the temple contains some of his primary units and is apparently offering her a chance to destroy him. Ellen suffers from a severe phobia of the color yellow and claustrophobia, due to their association with her rape (her rapist, who isolated her in an elevator, wore yellow), preventing her from approaching AM's apparent weak spots. Facing her rapist again in her story, Ellen learns to overcome her fears and fight back. Nimdok – Nimdok, an elderly ex Nazi physician, finds himself in a concentration camp, expected to conduct brutal medical experiments on helpless subjects. Nimdok is given the task of finding "the lost tribe" by AM but his failing memory, or denial, make it difficult for him to comprehend or engage with the situation, even though it represents actions he has already taken before. Eventually he learns the truth: he himself was a Nazi scientist who turned in his Jewish parents to the regime, and helped develop the very same technologies that AM uses to prolong their lives (the life serum) and alter their bodies (morphogenics). Nimdok redeems himself by helping the Jewish captives of the camp escape, and gives them control of a large golem, which they use to kill him for his past crimes. Ted – Ted is represented much like he is in the short story, but AM has apparently made him severely paranoid, playing on his past as a con artist where he would use his charm and looks to seduce rich single women out of money, while he lived in constant fear of finally being discovered and revealed as a fraud. Initially offered freedom if he can solve the puzzle in a dark room, this turns out to be a feint to further provoke his neuroses. He then finds himself in a medieval castle where his love Ellen is apparently slowly dying due to a spell cast on her by her wicked stepmother. The castle is full of deceptive characters who make contradictory demands and whom Ted cannot decide whether to trust, and surrounded by wolves who are slowly closing in. Ted eventually finds a way to redeem both himself and Ellen, and is presented with a door to the surface world, which is irradiated and uninhabitable. In a 2012 issue of Game Informer, Harlan Ellison, David Sears and David Mullich discussed the process that went into developing the game as well as the character developments and other changes that were made from the original story. For example, in writing the script for Ellen's confrontation with her rapist, Mullich channeled the memory he had of his infant son going through chemotherapy, being with him at the hospital and sharing a room with other young cancer patients. In discussing the characters changes made to Benny, Mullich said, "Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual." Although Sears recalls that "gay angle" was in their initial script, but might have subsequently been a dropped thread. One of the biggest initial challenges was taking a short story whose characters have very limited background story and character development, and fleshing it out into a full length interactive narrative. A breakthrough came about when Sears asked Ellison the question, "Why were these people saved? Why did AM decide to save them?" This brought about the decision to split the game into five separate narratives, each following a particular character and exploring why they had been selected to be tortured. Sears spent several weeks at Ellison's house, where they worked to flesh out the characters and their backgrounds. Mullich and Cyberdreams art director Peter Delgado had frequent meetings with Dreamers Guild art director Brad Schenck to devise art direction complementing the surreal nature of the story. Since the story takes place in the mind of a mad god who can make anything happen, the team chose a variety of art styles for each of the scenarios, ranging from the unsettling perspectives used in German Expressionist films to pure fantasy to stark reality. Assistant art director Glenn Price and his team rendered more than 60 backgrounds utilizing a number of 2D and 3D tools, including Deluxe Paint and LightWave. Hundreds of animations were drawn by assistant art director Jhoneil Centeno and his team of animators. Mullich commissioned film composer John Ottman to write more than 25 pieces of original MIDI music for the game. Ellison worked as a voice actor on the project, providing the voice for AM. His face was used for the in game representation of AM's icon, as well as for the box art showing a larger version of the icon. In pre release publicity for I have No Mouth, and I Must Scream, Ellison said that it would be a game "you cannot possibly win". Though the gaming media found that the finished game backed away from this controversial promise, and Sears said that he had convinced Ellison that having a game with only negative endings was a bad idea,
Элен – Элен, болашақта үміткер инженер, электронды қоқыстан жасалған пирамидаға көшіріледі, ал ішкі көрінісі египеттік ғибадатханаға ұқсайды, декоры көбінесе сары түсті. АМ ғибадатханада оның негізгі бірліктері бар екенін айтады және оған оны жою мүмкіндігін ұсынады. Элен сары түске қатты қорқады және клаустрофобияға шалдыққан, себебі оны зорлаумен байланысты (оны лифтте оқшаулаған зорлаушы сары түсті киген), бұл оған АМ-нің көрінетін әлсіз жерлеріне жақындауға кедергі келтіреді. Элен өзінің оқиғасында зорлаушымен тағы да бетпе-бет келгенде, қорқынышын жеңіп, қарсы күресуді үйренеді.
The characters have all been slightly altered from their original portrayals in the short story. The plot itself is not a direct adaptation but instead focuses on the individual characters' psychodramas which are the scenarios that make up the game. Notably, none of the characters interact with one another and eventually only one of them will be able to defeat AM. Gorrister – Gorrister is suicidal due to the guilt of having had his wife committed to a mental institution. Gorrister finds himself on board a zeppelin over a desert with signs of a struggle, and a gaping hole in his own chest where his heart used to be. AM offers him the chance to finally kill himself, but sabotages all his means of doing so. In his scenario, Gorrister learns that his mother in law Edna also felt responsible for driving his wife insane despite previously hounding him for it and learns to bury the past. Benny – Benny has been the most heavily altered from the original story. Although he has an ape like appearance, just as in the short story, his past as a homosexual scientist is entirely altered and he does not have the giant sex organs like in the original story. In the game Benny was an overly demanding military officer who ends up killing members of his unit for failing to meet his expectations (with the game also implying that he might have cannibalized them). Benny's psychodrama places him in a stone aged community where the villagers draw a lottery to decide which of them will be sacrificed to AM. Benny obsesses over food and eating—but is incapable of chewing anything he finds. AM had severely damaged Benny's brain, but restores it for the scenario so that he can think clearly again—then AM cripples Benny's body so he cannot act on any thoughts he has. Eventually Benny demonstrates the compassion he once lacked by saving a mutant child from the lottery, sacrificing himself in the child's stead. Ellen – Ellen, once an engineer with a promising career ahead of her, is transported to a pyramid made of electronic junk and with its interior resembling an Egyptian temple whose décor is largely yellow. AM says that the temple contains some of his primary units and is apparently offering her a chance to destroy him. Ellen suffers from a severe phobia of the color yellow and claustrophobia, due to their association with her rape (her rapist, who isolated her in an elevator, wore yellow), preventing her from approaching AM's apparent weak spots. Facing her rapist again in her story, Ellen learns to overcome her fears and fight back. Nimdok – Nimdok, an elderly ex Nazi physician, finds himself in a concentration camp, expected to conduct brutal medical experiments on helpless subjects. Nimdok is given the task of finding "the lost tribe" by AM but his failing memory, or denial, make it difficult for him to comprehend or engage with the situation, even though it represents actions he has already taken before. Eventually he learns the truth: he himself was a Nazi scientist who turned in his Jewish parents to the regime, and helped develop the very same technologies that AM uses to prolong their lives (the life serum) and alter their bodies (morphogenics). Nimdok redeems himself by helping the Jewish captives of the camp escape, and gives them control of a large golem, which they use to kill him for his past crimes. Ted – Ted is represented much like he is in the short story, but AM has apparently made him severely paranoid, playing on his past as a con artist where he would use his charm and looks to seduce rich single women out of money, while he lived in constant fear of finally being discovered and revealed as a fraud. Initially offered freedom if he can solve the puzzle in a dark room, this turns out to be a feint to further provoke his neuroses. He then finds himself in a medieval castle where his love Ellen is apparently slowly dying due to a spell cast on her by her wicked stepmother. The castle is full of deceptive characters who make contradictory demands and whom Ted cannot decide whether to trust, and surrounded by wolves who are slowly closing in. Ted eventually finds a way to redeem both himself and Ellen, and is presented with a door to the surface world, which is irradiated and uninhabitable. In a 2012 issue of Game Informer, Harlan Ellison, David Sears and David Mullich discussed the process that went into developing the game as well as the character developments and other changes that were made from the original story. For example, in writing the script for Ellen's confrontation with her rapist, Mullich channeled the memory he had of his infant son going through chemotherapy, being with him at the hospital and sharing a room with other young cancer patients. In discussing the characters changes made to Benny, Mullich said, "Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual." Although Sears recalls that "gay angle" was in their initial script, but might have subsequently been a dropped thread. One of the biggest initial challenges was taking a short story whose characters have very limited background story and character development, and fleshing it out into a full length interactive narrative. A breakthrough came about when Sears asked Ellison the question, "Why were these people saved? Why did AM decide to save them?" This brought about the decision to split the game into five separate narratives, each following a particular character and exploring why they had been selected to be tortured. Sears spent several weeks at Ellison's house, where they worked to flesh out the characters and their backgrounds. Mullich and Cyberdreams art director Peter Delgado had frequent meetings with Dreamers Guild art director Brad Schenck to devise art direction complementing the surreal nature of the story. Since the story takes place in the mind of a mad god who can make anything happen, the team chose a variety of art styles for each of the scenarios, ranging from the unsettling perspectives used in German Expressionist films to pure fantasy to stark reality. Assistant art director Glenn Price and his team rendered more than 60 backgrounds utilizing a number of 2D and 3D tools, including Deluxe Paint and LightWave. Hundreds of animations were drawn by assistant art director Jhoneil Centeno and his team of animators. Mullich commissioned film composer John Ottman to write more than 25 pieces of original MIDI music for the game. Ellison worked as a voice actor on the project, providing the voice for AM. His face was used for the in game representation of AM's icon, as well as for the box art showing a larger version of the icon. In pre release publicity for I have No Mouth, and I Must Scream, Ellison said that it would be a game "you cannot possibly win". Though the gaming media found that the finished game backed away from this controversial promise, and Sears said that he had convinced Ellison that having a game with only negative endings was a bad idea,
Нимдок – Нимдок, зейнеткер нацистік дәрігер, концлагерьде қатал медициналық тәжірибелер жүргізуді күтеді. АМ Нимдокқа «жоғалған тайпаны» табу міндетін береді, бірақ оның нашар есте сақтауы немесе бас тартуы жағдайды түсінуді немесе онымен айналысуды қиындатады, тіпті ол бұрын жасаған әрекеттерді білдірсе де. Соңында ол шындықты біледі: ол өзі нацистік ғалым болған, ол өзінің еврей ата-анасын режимге тапсырды және АМ олардың өмірін ұзарту үшін қолданатын технологияларды (өмір сүру сарысуы) және олардың денелерін өзгерту үшін (морфогенетика) көмектесті. Нимдок еврей тұтқындарына лагерден қашып кетуіне көмектесіп, өзін құтқарады және оларға үлкен големді басқаруды береді, оны өткен қылмыстары үшін өлтіреді.
The characters have all been slightly altered from their original portrayals in the short story. The plot itself is not a direct adaptation but instead focuses on the individual characters' psychodramas which are the scenarios that make up the game. Notably, none of the characters interact with one another and eventually only one of them will be able to defeat AM. Gorrister – Gorrister is suicidal due to the guilt of having had his wife committed to a mental institution. Gorrister finds himself on board a zeppelin over a desert with signs of a struggle, and a gaping hole in his own chest where his heart used to be. AM offers him the chance to finally kill himself, but sabotages all his means of doing so. In his scenario, Gorrister learns that his mother in law Edna also felt responsible for driving his wife insane despite previously hounding him for it and learns to bury the past. Benny – Benny has been the most heavily altered from the original story. Although he has an ape like appearance, just as in the short story, his past as a homosexual scientist is entirely altered and he does not have the giant sex organs like in the original story. In the game Benny was an overly demanding military officer who ends up killing members of his unit for failing to meet his expectations (with the game also implying that he might have cannibalized them). Benny's psychodrama places him in a stone aged community where the villagers draw a lottery to decide which of them will be sacrificed to AM. Benny obsesses over food and eating—but is incapable of chewing anything he finds. AM had severely damaged Benny's brain, but restores it for the scenario so that he can think clearly again—then AM cripples Benny's body so he cannot act on any thoughts he has. Eventually Benny demonstrates the compassion he once lacked by saving a mutant child from the lottery, sacrificing himself in the child's stead. Ellen – Ellen, once an engineer with a promising career ahead of her, is transported to a pyramid made of electronic junk and with its interior resembling an Egyptian temple whose décor is largely yellow. AM says that the temple contains some of his primary units and is apparently offering her a chance to destroy him. Ellen suffers from a severe phobia of the color yellow and claustrophobia, due to their association with her rape (her rapist, who isolated her in an elevator, wore yellow), preventing her from approaching AM's apparent weak spots. Facing her rapist again in her story, Ellen learns to overcome her fears and fight back. Nimdok – Nimdok, an elderly ex Nazi physician, finds himself in a concentration camp, expected to conduct brutal medical experiments on helpless subjects. Nimdok is given the task of finding "the lost tribe" by AM but his failing memory, or denial, make it difficult for him to comprehend or engage with the situation, even though it represents actions he has already taken before. Eventually he learns the truth: he himself was a Nazi scientist who turned in his Jewish parents to the regime, and helped develop the very same technologies that AM uses to prolong their lives (the life serum) and alter their bodies (morphogenics). Nimdok redeems himself by helping the Jewish captives of the camp escape, and gives them control of a large golem, which they use to kill him for his past crimes. Ted – Ted is represented much like he is in the short story, but AM has apparently made him severely paranoid, playing on his past as a con artist where he would use his charm and looks to seduce rich single women out of money, while he lived in constant fear of finally being discovered and revealed as a fraud. Initially offered freedom if he can solve the puzzle in a dark room, this turns out to be a feint to further provoke his neuroses. He then finds himself in a medieval castle where his love Ellen is apparently slowly dying due to a spell cast on her by her wicked stepmother. The castle is full of deceptive characters who make contradictory demands and whom Ted cannot decide whether to trust, and surrounded by wolves who are slowly closing in. Ted eventually finds a way to redeem both himself and Ellen, and is presented with a door to the surface world, which is irradiated and uninhabitable. In a 2012 issue of Game Informer, Harlan Ellison, David Sears and David Mullich discussed the process that went into developing the game as well as the character developments and other changes that were made from the original story. For example, in writing the script for Ellen's confrontation with her rapist, Mullich channeled the memory he had of his infant son going through chemotherapy, being with him at the hospital and sharing a room with other young cancer patients. In discussing the characters changes made to Benny, Mullich said, "Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual." Although Sears recalls that "gay angle" was in their initial script, but might have subsequently been a dropped thread. One of the biggest initial challenges was taking a short story whose characters have very limited background story and character development, and fleshing it out into a full length interactive narrative. A breakthrough came about when Sears asked Ellison the question, "Why were these people saved? Why did AM decide to save them?" This brought about the decision to split the game into five separate narratives, each following a particular character and exploring why they had been selected to be tortured. Sears spent several weeks at Ellison's house, where they worked to flesh out the characters and their backgrounds. Mullich and Cyberdreams art director Peter Delgado had frequent meetings with Dreamers Guild art director Brad Schenck to devise art direction complementing the surreal nature of the story. Since the story takes place in the mind of a mad god who can make anything happen, the team chose a variety of art styles for each of the scenarios, ranging from the unsettling perspectives used in German Expressionist films to pure fantasy to stark reality. Assistant art director Glenn Price and his team rendered more than 60 backgrounds utilizing a number of 2D and 3D tools, including Deluxe Paint and LightWave. Hundreds of animations were drawn by assistant art director Jhoneil Centeno and his team of animators. Mullich commissioned film composer John Ottman to write more than 25 pieces of original MIDI music for the game. Ellison worked as a voice actor on the project, providing the voice for AM. His face was used for the in game representation of AM's icon, as well as for the box art showing a larger version of the icon. In pre release publicity for I have No Mouth, and I Must Scream, Ellison said that it would be a game "you cannot possibly win". Though the gaming media found that the finished game backed away from this controversial promise, and Sears said that he had convinced Ellison that having a game with only negative endings was a bad idea,
Тед – Тед қысқа әңгімедегідей бейнеленген, бірақ АМ оны қатты параноикалық етіп, өзінің бұрынғы алаяқтық ретінде өзінің сүйкімділігін және бай бойдақ әйелдерді ақшасыз азғыру үшін көріністерін қолданатын, ал ақырында ашуланып, алаяқтық ретінде ашылып қалудан үнемі қорқатын. Бастапқыда, егер ол жұмбақты қараңғы бөлмеде шешсе, еркіндік ұсынылды, бұл оның неврозын одан әрі қоздыру үшін алдау болып шықты. Содан кейін ол өзін ортағасырлық қамалдан табады, онда оның сүйіктісі Элен, оның зұлым өгей анасының оған жасаған сиқырынан баяу өліп барады. Қамал қарама-қайшы талаптарды қоятын және Тедке сенім артуға бола ма, жоқ па, шешуге болмайтын алдамшы кейіпкерлерге толы, ал айналасын баяу жақындап келе жатқан қасқырлар қоршап алған. Тед ақырында өзін де, Элленді де құтқаруға жол табады және оған сәулемен жабылған және өмір сүруге жарамсыз жер бетіндегі әлемге кіретін есік ұсынылады.
The characters have all been slightly altered from their original portrayals in the short story. The plot itself is not a direct adaptation but instead focuses on the individual characters' psychodramas which are the scenarios that make up the game. Notably, none of the characters interact with one another and eventually only one of them will be able to defeat AM. Gorrister – Gorrister is suicidal due to the guilt of having had his wife committed to a mental institution. Gorrister finds himself on board a zeppelin over a desert with signs of a struggle, and a gaping hole in his own chest where his heart used to be. AM offers him the chance to finally kill himself, but sabotages all his means of doing so. In his scenario, Gorrister learns that his mother in law Edna also felt responsible for driving his wife insane despite previously hounding him for it and learns to bury the past. Benny – Benny has been the most heavily altered from the original story. Although he has an ape like appearance, just as in the short story, his past as a homosexual scientist is entirely altered and he does not have the giant sex organs like in the original story. In the game Benny was an overly demanding military officer who ends up killing members of his unit for failing to meet his expectations (with the game also implying that he might have cannibalized them). Benny's psychodrama places him in a stone aged community where the villagers draw a lottery to decide which of them will be sacrificed to AM. Benny obsesses over food and eating—but is incapable of chewing anything he finds. AM had severely damaged Benny's brain, but restores it for the scenario so that he can think clearly again—then AM cripples Benny's body so he cannot act on any thoughts he has. Eventually Benny demonstrates the compassion he once lacked by saving a mutant child from the lottery, sacrificing himself in the child's stead. Ellen – Ellen, once an engineer with a promising career ahead of her, is transported to a pyramid made of electronic junk and with its interior resembling an Egyptian temple whose décor is largely yellow. AM says that the temple contains some of his primary units and is apparently offering her a chance to destroy him. Ellen suffers from a severe phobia of the color yellow and claustrophobia, due to their association with her rape (her rapist, who isolated her in an elevator, wore yellow), preventing her from approaching AM's apparent weak spots. Facing her rapist again in her story, Ellen learns to overcome her fears and fight back. Nimdok – Nimdok, an elderly ex Nazi physician, finds himself in a concentration camp, expected to conduct brutal medical experiments on helpless subjects. Nimdok is given the task of finding "the lost tribe" by AM but his failing memory, or denial, make it difficult for him to comprehend or engage with the situation, even though it represents actions he has already taken before. Eventually he learns the truth: he himself was a Nazi scientist who turned in his Jewish parents to the regime, and helped develop the very same technologies that AM uses to prolong their lives (the life serum) and alter their bodies (morphogenics). Nimdok redeems himself by helping the Jewish captives of the camp escape, and gives them control of a large golem, which they use to kill him for his past crimes. Ted – Ted is represented much like he is in the short story, but AM has apparently made him severely paranoid, playing on his past as a con artist where he would use his charm and looks to seduce rich single women out of money, while he lived in constant fear of finally being discovered and revealed as a fraud. Initially offered freedom if he can solve the puzzle in a dark room, this turns out to be a feint to further provoke his neuroses. He then finds himself in a medieval castle where his love Ellen is apparently slowly dying due to a spell cast on her by her wicked stepmother. The castle is full of deceptive characters who make contradictory demands and whom Ted cannot decide whether to trust, and surrounded by wolves who are slowly closing in. Ted eventually finds a way to redeem both himself and Ellen, and is presented with a door to the surface world, which is irradiated and uninhabitable. In a 2012 issue of Game Informer, Harlan Ellison, David Sears and David Mullich discussed the process that went into developing the game as well as the character developments and other changes that were made from the original story. For example, in writing the script for Ellen's confrontation with her rapist, Mullich channeled the memory he had of his infant son going through chemotherapy, being with him at the hospital and sharing a room with other young cancer patients. In discussing the characters changes made to Benny, Mullich said, "Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual." Although Sears recalls that "gay angle" was in their initial script, but might have subsequently been a dropped thread. One of the biggest initial challenges was taking a short story whose characters have very limited background story and character development, and fleshing it out into a full length interactive narrative. A breakthrough came about when Sears asked Ellison the question, "Why were these people saved? Why did AM decide to save them?" This brought about the decision to split the game into five separate narratives, each following a particular character and exploring why they had been selected to be tortured. Sears spent several weeks at Ellison's house, where they worked to flesh out the characters and their backgrounds. Mullich and Cyberdreams art director Peter Delgado had frequent meetings with Dreamers Guild art director Brad Schenck to devise art direction complementing the surreal nature of the story. Since the story takes place in the mind of a mad god who can make anything happen, the team chose a variety of art styles for each of the scenarios, ranging from the unsettling perspectives used in German Expressionist films to pure fantasy to stark reality. Assistant art director Glenn Price and his team rendered more than 60 backgrounds utilizing a number of 2D and 3D tools, including Deluxe Paint and LightWave. Hundreds of animations were drawn by assistant art director Jhoneil Centeno and his team of animators. Mullich commissioned film composer John Ottman to write more than 25 pieces of original MIDI music for the game. Ellison worked as a voice actor on the project, providing the voice for AM. His face was used for the in game representation of AM's icon, as well as for the box art showing a larger version of the icon. In pre release publicity for I have No Mouth, and I Must Scream, Ellison said that it would be a game "you cannot possibly win". Though the gaming media found that the finished game backed away from this controversial promise, and Sears said that he had convinced Ellison that having a game with only negative endings was a bad idea,
2012 жылы Game Informer журналында Харлан Эллисон, Дэвид Сирс және Дэвид Муллич ойынның даму процесін, кейіпкерлердің дамуын және бастапқы оқиғадан жасалған басқа да өзгерістерді талқылады. Мысалы, Эленнің зорлаушымен бетпе-бет келуін сценарий жазу кезінде Муллич өзінің кішкентай ұлының химиялық терапиядан өтіп, онымен бірге ауруханада болғаны және басқа жас қатерлі ісікпен ауыратын науқастармен бөлмеде болғаны туралы есте сақтады. Бенниге жасалған өзгерістер туралы талқылау кезінде Муллич: «Кері қарасам, гомосексуалдықтың қиындықтарымен күресіп жатқан адам туралы оқиға жазу мүмкіндігін жоғалтқан шығармын» деді. Сирс «гей бұрылысы» бастапқы сценарийде болғанын, бірақ кейіннен тоқтатылған болуы мүмкін екенін еске алды. Бастапқыдағы ең үлкен қиындықтардың бірі – өте шектеулі фондық оқиғасы және кейіпкерлердің дамуы бар қысқа әңгімені толыққанды интерактивті повестьке айналдыру болды. Сирс Эллисоннан «Неліктен олар құтылды? Неліктен АМ оларды құтқаруды шешті?» деген сұрақ қойғанда үзіліс болды. Бұл ойынды бес жеке повестьке бөлу туралы шешімге әкелді, әрқайсысы белгілі бір кейіпкерді бақылап, олар неліктен азаптауға таңдалғанын зерттейді. Сирс Эллисонның үйінде бірнеше апта өткізіп, кейіпкерлер мен олардың фондарын дамыту үшін жұмыс істеді. Муллич пен Cyberdreams суретшісі Питер Делгадо Dreamers Guild суретшісі Брэд Шенкпен бірлесіп, оқиғаның сюрреалистік сипатын толықтыратын сурет стилін жасады. Оқиға ақылсыз құдайдың санасында өтетіндіктен, команда әр сценарий үшін әртүрлі сурет стилін таңдады, неміс экспрессионистік фильмдердегі мазасыз перспективалардан бастап таза фантазияға және қатал шындыққа дейін. Көмекші суретші Гленн Прайс және оның командасы Deluxe Paint және LightWave сияқты бірнеше 2D және 3D құралдарды пайдаланып 60-тан астам фондық суреттерді жасады. Жүздеген анимациялар көмекші суретші Жонеил Сентен және оның аниматорлар командасы салған. Муллич ойын үшін 25-тен астам түпнұсқа MIDI музыкалық шығармаларды жазу үшін фильм композиторы Джон Оттманды шақыртты. Эллисон жобада дауыстық актер ретінде жұмыс істеді, АМ-нің дауысын берді. Оның беті ойындағы АМ белгішесінің бейнесі ретінде, сондай-ақ белгішенің үлкен нұсқасы бар қораптың суретінде пайдаланылды. I Have No Mouth, and I Must Scream ойынының шығарылымына байланысты жарияланымдарда Эллисон бұл «жеңіп алуға мүмкін емес» ойын болатынын айтты. Бірақ ойын медиасы аяқталған ойын осы даулы уәдеден бас тартқанын, ал Сирс Эллисонды барлық жаман соңдары бар ойынның жаман идея екеніне көндіргенін мәлімдеді.
The characters have all been slightly altered from their original portrayals in the short story. The plot itself is not a direct adaptation but instead focuses on the individual characters' psychodramas which are the scenarios that make up the game. Notably, none of the characters interact with one another and eventually only one of them will be able to defeat AM. Gorrister – Gorrister is suicidal due to the guilt of having had his wife committed to a mental institution. Gorrister finds himself on board a zeppelin over a desert with signs of a struggle, and a gaping hole in his own chest where his heart used to be. AM offers him the chance to finally kill himself, but sabotages all his means of doing so. In his scenario, Gorrister learns that his mother in law Edna also felt responsible for driving his wife insane despite previously hounding him for it and learns to bury the past. Benny – Benny has been the most heavily altered from the original story. Although he has an ape like appearance, just as in the short story, his past as a homosexual scientist is entirely altered and he does not have the giant sex organs like in the original story. In the game Benny was an overly demanding military officer who ends up killing members of his unit for failing to meet his expectations (with the game also implying that he might have cannibalized them). Benny's psychodrama places him in a stone aged community where the villagers draw a lottery to decide which of them will be sacrificed to AM. Benny obsesses over food and eating—but is incapable of chewing anything he finds. AM had severely damaged Benny's brain, but restores it for the scenario so that he can think clearly again—then AM cripples Benny's body so he cannot act on any thoughts he has. Eventually Benny demonstrates the compassion he once lacked by saving a mutant child from the lottery, sacrificing himself in the child's stead. Ellen – Ellen, once an engineer with a promising career ahead of her, is transported to a pyramid made of electronic junk and with its interior resembling an Egyptian temple whose décor is largely yellow. AM says that the temple contains some of his primary units and is apparently offering her a chance to destroy him. Ellen suffers from a severe phobia of the color yellow and claustrophobia, due to their association with her rape (her rapist, who isolated her in an elevator, wore yellow), preventing her from approaching AM's apparent weak spots. Facing her rapist again in her story, Ellen learns to overcome her fears and fight back. Nimdok – Nimdok, an elderly ex Nazi physician, finds himself in a concentration camp, expected to conduct brutal medical experiments on helpless subjects. Nimdok is given the task of finding "the lost tribe" by AM but his failing memory, or denial, make it difficult for him to comprehend or engage with the situation, even though it represents actions he has already taken before. Eventually he learns the truth: he himself was a Nazi scientist who turned in his Jewish parents to the regime, and helped develop the very same technologies that AM uses to prolong their lives (the life serum) and alter their bodies (morphogenics). Nimdok redeems himself by helping the Jewish captives of the camp escape, and gives them control of a large golem, which they use to kill him for his past crimes. Ted – Ted is represented much like he is in the short story, but AM has apparently made him severely paranoid, playing on his past as a con artist where he would use his charm and looks to seduce rich single women out of money, while he lived in constant fear of finally being discovered and revealed as a fraud. Initially offered freedom if he can solve the puzzle in a dark room, this turns out to be a feint to further provoke his neuroses. He then finds himself in a medieval castle where his love Ellen is apparently slowly dying due to a spell cast on her by her wicked stepmother. The castle is full of deceptive characters who make contradictory demands and whom Ted cannot decide whether to trust, and surrounded by wolves who are slowly closing in. Ted eventually finds a way to redeem both himself and Ellen, and is presented with a door to the surface world, which is irradiated and uninhabitable. In a 2012 issue of Game Informer, Harlan Ellison, David Sears and David Mullich discussed the process that went into developing the game as well as the character developments and other changes that were made from the original story. For example, in writing the script for Ellen's confrontation with her rapist, Mullich channeled the memory he had of his infant son going through chemotherapy, being with him at the hospital and sharing a room with other young cancer patients. In discussing the characters changes made to Benny, Mullich said, "Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual." Although Sears recalls that "gay angle" was in their initial script, but might have subsequently been a dropped thread. One of the biggest initial challenges was taking a short story whose characters have very limited background story and character development, and fleshing it out into a full length interactive narrative. A breakthrough came about when Sears asked Ellison the question, "Why were these people saved? Why did AM decide to save them?" This brought about the decision to split the game into five separate narratives, each following a particular character and exploring why they had been selected to be tortured. Sears spent several weeks at Ellison's house, where they worked to flesh out the characters and their backgrounds. Mullich and Cyberdreams art director Peter Delgado had frequent meetings with Dreamers Guild art director Brad Schenck to devise art direction complementing the surreal nature of the story. Since the story takes place in the mind of a mad god who can make anything happen, the team chose a variety of art styles for each of the scenarios, ranging from the unsettling perspectives used in German Expressionist films to pure fantasy to stark reality. Assistant art director Glenn Price and his team rendered more than 60 backgrounds utilizing a number of 2D and 3D tools, including Deluxe Paint and LightWave. Hundreds of animations were drawn by assistant art director Jhoneil Centeno and his team of animators. Mullich commissioned film composer John Ottman to write more than 25 pieces of original MIDI music for the game. Ellison worked as a voice actor on the project, providing the voice for AM. His face was used for the in game representation of AM's icon, as well as for the box art showing a larger version of the icon. In pre release publicity for I have No Mouth, and I Must Scream, Ellison said that it would be a game "you cannot possibly win". Though the gaming media found that the finished game backed away from this controversial promise, and Sears said that he had convinced Ellison that having a game with only negative endings was a bad idea,
Шығару
Ойынды Cyberdreams компаниясы MS DOS және Mac OS компьютерлері үшін 1995 жылғы 31 қазанда шығарды. PlayStation нұсқасы 1995 жылдың жазында шығару жоспарланған, бірақ ол тоқтатылды. Cyberdreams 1990-шы жылдардың басында ғылыми-фантастикалық киберпанк сюжеттерімен және ересектерге арналған зорлық-зомбылық, сексуалдық, философиялық және психологиялық мазмұны бар бейнеойындарды сату арқылы беделге ие болды. Француз және неміс тілдеріндегі нұсқалары цензураланды, ал 16 жасқа дейінгі ойыншыларға ойынға қатысуға тыйым салынды. Сонымен қатар, Нимдок тарауы алынып тасталды, әсіресе Германия үшін нацистік тақырыбына байланысты, бұрынғыда Жастарға зиянды БАҚ федералдық департаментінің ұлттық-социалистік тақырыптарға реакциясы ескерілді. Нимдок тарауын алып тастау "ең жақсы" аяқталуға жетуді (AM тұрақты түрде өшірілген және Лунадағы криогендік тоңазытылған адамдар құтқарылған) қиындатты. Ойынды жасаушы және баспагер жабылуына байланысты бірнеше жыл бойы заңды түрде сатуға болмады. 2013 жылы құқықтар Night Dive Studios компаниясына қайтарылды. Ойынды GOG.com сайтында 2013 жылдың қыркүйегінде және Steam сайтында 2013 жылдың қазан айында цифрлық жүктеу ретінде қайта шығару мүмкін болды. 2016 жылы ойын iOS және Android платформаларына бүкіл әлем бойынша портталды және жасөспірімдерге арналған контент рейтингтерін алды (мысалы, Android нұсқасы үшін ESRB-нің жасөспірімдер рейтингісі), ал бастапқы PC нұсқасы таңдалған еуропалық елдерде ересектерге арналған аудиторияға шектелген болатын.
The game was published by Cyberdreams on October 31, 1995 for PCs with MS DOS and Mac OS. A PlayStation version was planned to be released in Summer 1995, but was cancelled. Cyberdreams had developed a reputation, in the early 1990s, of selling video games with science fiction cyberpunk storylines and adult violent, sexual, philosophical, and psychological content. The French and German releases were censored and the game was forbidden to players younger than 16 years. Furthermore, the Nimdok chapter was removed, likely due to the Nazi theme especially for Germany, due to previous reaction of the Federal Department for Media Harmful to Young Persons to National Socialist topics. The removal of the Nimdok chapter made achieving the "best" ending (with AM permanently disabled and the cryogenically frozen humans on Luna rescued) more complicated. The game remained legally unavailable for sale for years due to the closure of both developer and publisher. In 2013, the rights were recovered by Night Dive Studios. It was possible to re release the game again as digital download on GOG. com in September 2013, and Steam in October 2013. The game was ported to iOS and Android worldwide in 2016 and received teen level content age ratings (such as ESRB's Teen rating for the Android version), unlike how the original PC release was restricted for adult audiences in select European countries.
Қабылдау
Компьютерлік ойын әлемінің Чарльз Ардайдың айтуынша, "Менде ауыз жоқ, мен айқайлауым керек" ойыны коммерциялық сәтсіздікке ұшырады. The Dreamers Guild ұйымының Джо Пирс бұл "сыни сәттілік болғанымен, сатылымы шамалы болды" деп еске алды. Ойын GameRankings сайтындағы төрт шолу негізінде 77% жиынтық бағаға ие. Ойын сізден психологиялық және этикалық таңдаулар жасауды талап етеді, ал ойын барысындағы моральдық дилеммалар Эллисонның туындыларын жақсы білетіндерге жаңалық болмайды. Computer Games Strategy Plus журналының мәліметінше, "Эллисон сабақтай бермей-ақ, бізді адамзаттың қайғылы халге түскенін көрсететін айнамен бетке ұрып, шындықты сезіндіре алады. ( ) Франц Кафканың үлгісімен, біз осы туындыдан әсер алып, өзгеріске ұшырауымыз керек, өйткені өнердің мақсаты осы емес пе?". PC Gamer US журналынан Т. Лиам Макдональд "кейбір сәттері ойды қозғап, алаңдатады, бұл кейіпкерлер мен оқиға орнына бүгінгі күнге дейін компьютерлік ойындарда кездеспеген психологиялық тереңдік береді" деп жазды. Ол шолуын былай қорытындылады: "Қорыта айтқанда, "Менде ауыз жоқ" ойыны әркімге арналмаған. Бірақ егер сіз ойландыратын және көңіл көтеретін оқиға іздесеңіз және Эллисонның алаңдататын туындыларын ұнататын болсаңыз, осы ойынды ойнауға тиіссіз". Next Generation журналының бір рецензенты ойынның сюрреалистік мазмұны мен "этика, адамгершілік және ішкі құмарлықтар" туралы үлкен алаңдаушылықты атап өтті, бірақ ойынның мүмкіндіктері шектеулі екенін айтты және оны "ойын емес, этикалық кедергілерден өтуге арналған жаттығу" деп сипаттады. Сондай-ақ, "Компьютерлік ойын әзірлеушілер конференциясы" тарапынан "Сызықтық медиадан бейімделген ең жақсы ойын" атағын алды және "Барлық уақыттағы ең мағыналы 15 финал" тізімінде 14-орынды иеленді.
According to Charles Ardai of Computer Gaming World, I Have No Mouth, and I Must Scream was a commercial failure. Joe Pearce of The Dreamers Guild recalled that it was "a critical success but only a modest seller." The game has an aggregate score of 77% at GameRankings, based on four reviews. and asking "a lot from you in terms of the psychological and ethical choices you'll make during game play. For those familiar with Ellison's prolific writings, the moral dilemmas will come as no surprise." According to Computer Games Strategy Plus, "without appearing didactic, Ellison has the ability to hit us squarely in the face with a mirror reflecting the sorry lot that we humans have become. ( ) In the mode of Franz Kafka, we are meant to be touched or changed in some way by this work, for what else is the purpose of art?" T. Liam McDonald of PC Gamer US wrote "there are moments that challenge and disturb, and this gives the characters and setting much more psychological depth than we've seen in any computer game to date." He summed up his review by writing: "Ultimately, I Have No Mouth isn't for everyone. But if you've been searching for an adventure that's both thoughtful and entertaining, and if you're fond of Ellison's disturbing fiction, it's a must." A reviewer for Next Generation commented on the game's surreal content and heavy concern "with ethics, humanity, and inner demons", but found the gameplay too limited, and summarized it as "less a game than an ethical obstacle course". and "Best Game Adapted from Linear Media" from the Computer Game Developers Conference. #14 on the "Top 15 Most Rewarding Endings of All Time",