Yuppie Psycho

I find it quite impressive how such a witty game with exaggerated, supernatural elements and dark humor could generate an undercurrent of intriguing commentary through its various quirky imagery and symbolism. In particular, beginning from the early moments of the game, its characters seem to imply that opportunity and respect in this world are afforded on the basis of inherent social strata. Upward mobility to better economic gradations is quite literally represented through ascension of Sintracorp’s building, as higher floors apparently correlate to positions of greater repute and importance in the company. Since Brian can cheat in order to influence the elevation of Chapman, and Hugo can permanently eliminate his potential competition, this system might not be the most meritocratic. Additionally, the vast majority of workers are indistinguishable from one another and never allowed any personalized designations or identity beyond classification as meager, low-status “employees”. As random NPCs, they have a functional purpose to work and die in service to the overarching narrative while receiving no personal recognition and generally getting overshadowed by individuals of greater significance to the plot. I suppose, therefore, it’s rather possible to see a connection between the role these unnamed characters fill as both NPCs in a game and employees of a large corporation. I had previously wondered if any organization or regulatory body existed to impose health and safety standards onto the company’s… lackadaisical efforts in this regard, and it’s certainly quite interesting to see how such a group is depicted to be rather socialistic, in dichotomous contrast to the oligarchical, intensely capitalistic Sintracorp.

This game was particularly well orchestrated, as the rather simplistic nature of the writing and overarching narrative allowed the bizarre visual metaphors and commentary about corporate environments to take precedence without being muddled beneath layers of intricate plot developments or frequent implementations of misdirection and twists. The fluidity of the pacing, stylistic design of the various settings, and cast of unique, quirky characters were sufficient to maintain persistent interest despite this general straightforwardness to the arcs of each individual and the story overall. For instance, the personalities of Hugo, Kate, Marta, and the other co-workers (except for Tony who actually did experience the most significant growth) were retained without subversion, as were certain plot elements introduced relatively early on, such as Sintra serving as a recreation of Rei and the witch’s identity being a member of the Sintra family. Concerning the symbolism and cultivated atmosphere, the conveyance of the main thematic discussion was accomplished subtly and implicitly, and effectively navigated the delicate balance between indecipherable abstraction or surrealism and overt repetition of the obviously intended message.

With respect to the representative imagery, I suppose I already mentioned in the less explicit instances of commentary that I interpreted from sequences in the game about the interrelations between corporate operations, social strata, and employees. In addition, the employment of serpentine imagery to depict the seductive promises of greed, ambition, and sin, as well as the viperous exploitation of the expendable, was more evident in its presentation throughout the final moments of the game, though still somewhat nuanced enough to avoid becoming overbearing. A few questions do remain pertaining to the role of Mr. Devil, Mr. Slader, and the USSR, but I suspect the apparently upcoming DLC will further address these lingering matters.

Lastly, I find it a bit odd, though perhaps intentionally ironic, that Tony’s journey culminates with his realization of the importance of dedication and humility to honest economic advancement, in opposition to reliance on extant personal or familial status, and yet, Rei Sintra inherits the position of CEO on the merits of her blood alone. I suppose this, too, could be perceived of as potential commentary, considering that Sintracorp can either be helmed by a ruthlessly ambitious man desirous of power and willing to consent to the brutal elimination of his competition, or, a young girl with family connections and questionable qualifications.

A witty and compelling experience overall.

-Developed by: Baroque Decay