Somebody left their baby behind // I Have No Mouth, and I Must Scream (MS-DOS, 1995)
"I Have No Mouth, and I Must Scream," the 1995 MS-DOS game, is an adaptation of Harlan Ellison's famous short story. The game, developed by Cyberdreams and The Dreamers Guild, is a point-and-click adventure set in a dystopian future controlled by a malevolent supercomputer named AM. The game is known for its dark themes and psychological horror, closely following the tone of Ellison's original work. However, several cut scenes and content changes were made during the game's development, primarily due to censorship concerns, technical limitations, and narrative pacing.
Removed or Altered Content:
Ellen's Story – Sexual Assault Scene: One of the most significant cuts was from Ellen's scenario. In the original story, Ellen's past includes a traumatic experience involving sexual assault. This aspect of her character was intended to be explored more explicitly in the game, but the scene was toned down significantly. The developers removed direct references and depictions of the assault to avoid potential backlash and adhere to content standards. The scene that remained hinted at her trauma more subtly, focusing on her fear of the color yellow, which triggers memories of her past.
Nimdok's Story – Nazi Imagery: Nimdok's scenario originally contained more explicit references to Nazi atrocities, as his character is implied to be a former Nazi doctor complicit in war crimes. The game's depiction of these events was heavily edited to avoid direct references to real-world historical events, which could have led to censorship in various countries. Some scenes, which involved more graphic content, were either cut entirely or replaced with less explicit imagery. This alteration was likely a result of both legal concerns and the desire to avoid offending audiences.
Additional Torture Scenes: The developers had planned to include more scenes depicting AM's torture of the game's characters. These were meant to illustrate the depth of AM's sadism and the suffering of the human characters. However, several of these scenes were cut to prevent the game from being too graphic and to maintain a balance between horror and playability. The removal of these scenes also helped streamline the narrative, focusing more on the psychological aspects of the characters' torment rather than just physical torture.
Dialogue and Narration Cuts: Harlan Ellison, who was deeply involved in the game's development, provided much of the voice work and contributed to the script. However, not all of his recorded dialogue made it into the final game. Some of the narration and character dialogue was trimmed for pacing reasons. Ellison's often verbose and intricate language was condensed to ensure the game remained engaging and accessible to players without losing its dark, philosophical edge.
Unused Endings: The game is known for its multiple endings, some of which were deemed too bleak or convoluted during playtesting. A few endings that explored even darker fates for the characters or more complex moral outcomes were ultimately cut. These endings may have added to the game's depth but were removed to avoid confusion and to keep the overall narrative more cohesive.
Impact of the Cuts:
The removal and alteration of these scenes did not significantly detract from the overall impact of "I Have No Mouth, and I Must Scream," but they did alter some of the original intentions behind the storytelling. The changes made the game more accessible and less controversial, which likely contributed to its ability to reach a wider audience. However, for fans of the original short story and those interested in the darker themes Ellison is known for, the cut content represents a loss of some of the game's potential to explore more mature and disturbing themes.
Overall, while
the cuts and alterations made to "I Have No Mouth, and I Must Scream" were necessary for various reasons, they also show the challenges of adapting a complex and deeply disturbing story into an interactive medium. The final game remains a powerful experience, retaining much of Ellison's original vision while navigating the limitations and sensitivities of its time. However, the missing content continues to be a point of curiosity and discussion among fans, offering a glimpse into what the game might have been if it had fully embraced its darkest elements.
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