There's quite a lot going on here considering it's short length. The gameplay is simple but cathartic, and some of the stranger presentation choices are honestly pretty creative. I also enjoy how the ending recontextualises the entire game thus far, and it's pretty impressive how deep the metaphor at the core of this game can go.
But there was something here that just didn't gel with me. I'm a big supporter of weird experimental shit, but this one might be a touch too experimental in places? Either that or it was the more exaggerated body horror towards the latter half that put me off. I have no issue with body horror in general, but it just feels strangely ill-fitting here; it comes across to me as too obvious, hollow and a little bit cheesy, considering how good the metaphor work is everywhere else. All in all it's an interesting little game, but I ended up leaving Perfect Vermin just a little bit unsatisfied.
But there was something here that just didn't gel with me. I'm a big supporter of weird experimental shit, but this one might be a touch too experimental in places? Either that or it was the more exaggerated body horror towards the latter half that put me off. I have no issue with body horror in general, but it just feels strangely ill-fitting here; it comes across to me as too obvious, hollow and a little bit cheesy, considering how good the metaphor work is everywhere else. All in all it's an interesting little game, but I ended up leaving Perfect Vermin just a little bit unsatisfied.
O que é estar sempre no controle de um sistema até se tornar uma mera ferramenta laboral, sem questionar o que se tira, o que se ganha, quem vive ou quem morre, o jogo abre questionamentos sobre como essa mídia é alienante na sua elaboração de objetivos e na propria violencia que vira a busca constante de prazer para o jogador que se resume no proprio sistema que estamos inseridos.
This review contains spoilers
An idiosyncratic horror game, gut-wrenching and unflinching.
Perfect Vermin does not create fear, instead, it inspires a more complicated feeling, a sentiment that resides wedged between sorrow and dread.
The gross glorification of 'graceful suffering' often places an unfair expectation on victims by limiting what they can and can't express in fear of creating discomfort for others. I applaud Perfect Vermin for its portrayal of terminal illness.
Dying is ugly, it is cruel, and it is undoubtedly dark, to shy away from that is a great disservice to those who are suffering.
Perfect Vermin is a short game, likely to be completed in under 10 minutes, but the echo of it will remain far longer than that.
Perfect Vermin does not create fear, instead, it inspires a more complicated feeling, a sentiment that resides wedged between sorrow and dread.
The gross glorification of 'graceful suffering' often places an unfair expectation on victims by limiting what they can and can't express in fear of creating discomfort for others. I applaud Perfect Vermin for its portrayal of terminal illness.
Dying is ugly, it is cruel, and it is undoubtedly dark, to shy away from that is a great disservice to those who are suffering.
Perfect Vermin is a short game, likely to be completed in under 10 minutes, but the echo of it will remain far longer than that.
obcecado por algo, a vida passa diante dos nossos olhos, e simplesmente a gente acorda um dia sem saber pra onde todo esse tempo foi. Esse tempo que podia ser usado pra alguma coisa melhor. Algo importante, a própria vida. Mas é tarde demais pra mudar nossas decisões. o timer acaba.
"se eu apenas tivesse mais tempo..."
"se eu apenas tivesse mais tempo..."
This review contains spoilers
If only I had more time. We all go through time, not really thinking about it before it's already too late. Eventually, your time will run out, and it will all be lost.
You walk through same-looking offices with a sledgehammer, tasked with exterminating all vermin. These vermin take the shape of office furniture, but "out of place".
As you go on, the office twists, it no longer functions normally. No matter how many vermin you exterminate, their numbers keep increasing. Your job was impossible from the start.
The office is the body of the main character, and you are fighting cancer. A lifetime of cigarettes have finally caught up to you. No matter how well you do, you're too slow. Nothing is good enough, because your time has already run out.
The main character's desperation gets more and more clear as time moves on, and you see his body decaying in front of you. He is holding on for dear life. The "No Smoking" signs scattered around the office halls increase in numbers for every level, despite your ashtray only collecting more and more ash, to the point where it overflows near the end. You keep smoking, despite trying to fight the cancer.
You know what it is doing to you, but you keep going. The host makes jokes about how he knew this would happen, his mother died the same way. It is a gruesome experience seeing the character go from somewhat hopeful, to angry nothing is working, to eventually giving up and accepting the gravity of the situation. By the time you're at the end, you have twisted so much you are no longer human.
This is the type of storytelling that can only be done through a video game. This wouldn't work in any other medium, whether it is a movie or a book. There is something special about letting the player discover things by doing, not necessarily by showing and telling.
In the end, it tells a very human story. We all have habits that are slowly killing us, whether it is cigarettes or something else. We know deep down that if we stop, we can live a healthier life, a better life. But there is something so good about our bad habit, so we keep going. We go through time, not thinking about it. We feel immortal, but suddenly it is too late. You've run out of time. It's over.
You walk through same-looking offices with a sledgehammer, tasked with exterminating all vermin. These vermin take the shape of office furniture, but "out of place".
As you go on, the office twists, it no longer functions normally. No matter how many vermin you exterminate, their numbers keep increasing. Your job was impossible from the start.
The office is the body of the main character, and you are fighting cancer. A lifetime of cigarettes have finally caught up to you. No matter how well you do, you're too slow. Nothing is good enough, because your time has already run out.
The main character's desperation gets more and more clear as time moves on, and you see his body decaying in front of you. He is holding on for dear life. The "No Smoking" signs scattered around the office halls increase in numbers for every level, despite your ashtray only collecting more and more ash, to the point where it overflows near the end. You keep smoking, despite trying to fight the cancer.
You know what it is doing to you, but you keep going. The host makes jokes about how he knew this would happen, his mother died the same way. It is a gruesome experience seeing the character go from somewhat hopeful, to angry nothing is working, to eventually giving up and accepting the gravity of the situation. By the time you're at the end, you have twisted so much you are no longer human.
This is the type of storytelling that can only be done through a video game. This wouldn't work in any other medium, whether it is a movie or a book. There is something special about letting the player discover things by doing, not necessarily by showing and telling.
In the end, it tells a very human story. We all have habits that are slowly killing us, whether it is cigarettes or something else. We know deep down that if we stop, we can live a healthier life, a better life. But there is something so good about our bad habit, so we keep going. We go through time, not thinking about it. We feel immortal, but suddenly it is too late. You've run out of time. It's over.