Editorials
‘I Have No Mouth, and I Must Scream’: The Most Disturbing, Nihilistic Video Game of All Time?
We shine a light on the highly controversial, deeply ambitious Harlan Ellison video game adaptation that was decades ahead of its time.
When was the last time that a video game really got in your head and made you question your every decision? Sure, there are plenty of survival horror games that succeed in frightening their audience with monsters and surprising jump scares, but how many horror games frighten the gamer because of the very decisions that they make and the sort of person that they’re becoming? Sure, zombies and ghosts are terrifying, but human nature and how twisted and evil people can become is even scarier and there are very few games that even attempt to examine that area in horror. Not only does Harlan Ellison’s I Have No Mouth, and I Must Scream make a stake for that territory, but they succeed in a hugely ambitious way.
“I have a secret game that I’d like to play. It’s a very nice game. Oh, it’s a lovely game, a game of fun and a game of adventure. A game of rats and lice and the Black Death. A game of speared eyeballs and dripping guts and the smell of rotting gardenias.” Welcome to the subtle, restrained world of I Have No Mouth, and I Must Scream
If that excerpt isn’t enough of a glimpse into this game’s bitter tone, the title has the privilege of featuring one of the most over the top, melodramatic introductions that I’ve ever seen in a point-and-click adventure game. This is all also heightened and made even better by Harlan Ellison’s huge voice acting performance as the rabid supercomputer AM. Ellison wanted I Have No Mouth, and I Must Scream to wear its bleak nature on its sleeve, but listen to the joyful, flowery dialogue that kicks off this game:
“Hate. Let me tell you how much I’ve come to hate you since I began to live. There are 387.44 million miles of printed circuits in wafer thin layers that fill my complex. If the word ‘hate’ was engraved on each nanoangstrom of those hundreds of millions of miles it would not equal one one-billionth of the hate I feel for humans at this micro-instant. For you. Hate. Hate.”
That might be too nihilistic for even the most hardcore of Ellison junkies. The game basically spends close to ten minutes setting up its five main characters, who are all stuck in their own personal Hells and eager to finally escape. The pessimistic catch to all of this is that the only way to escape is for these individuals to finally be allowed the privilege to kill themselves after 109 years of torture. Furthermore, AM has extreme sentience, but it’s confined to its state and can’t move in the real world. That’s AM’s ultimate goal and the reason why it tortures these people. It longs to figure out a way to no longer be a “quadriplegic.”

This isn’t the worst premise for a horror game—it’s like an extreme version of the typical point-and-click fare. Picture a scenario where Jigsaw is essentially God and rather than putting his victims through ironic torture rooms he instead creates a whole alternate reality torture simulation to drive them insane. Each character gets transported to a new constructed world, whether it’s a Zeppelin, an Egyptian pyramid, a medieval castle, or a prehistoric cave, and then they must work out the puzzles. That’s a freaking awesome setup for a video game.
I Have No Mouth, and I Must Scream focuses its gameplay around the ethical and moral decisions that the player makes through their experience. This is a concept that’s slowly made its way into video games like Fable through the years, but it’s still a relatively deep concept to try and work into a video game, especially back in the ‘90s. However, there’s also a pretty good chance that I Have No Mouth, and I Must Scream is probably the only video game that’s available to play in The Good Place.
This title also stands out because it’s a rare example where the relationship between the original author and the adaptation is actually quite deep. In fact, Ellison was so deeply involved in the production of this game that he even acts as the voice of the title’s vengeful God, AM. It makes for a wonderful example of art imitating life and the game takes on an ultra-real level of meta-commentary as a result, which is always appreciated in Ellison’s works.
I Have No Mouth, and I Must Scream led to a lot of discussions ever since it was first announced. The game was a big deal due to being co-designed by Ellison and published by the company Cyberdreams. The game stood out for the fact that it was put together by a number of talents that weren’t from the world of video games. David Sears, who wrote the game with Ellison, came from Compute! Magazine as a writer and associate editor. Furthermore, many people in the industry considered Ellison’s stories impossible to adapt for video games, let alone a story like I Have No Mouth, and I Must Scream that already contains scarce character details. It was this decision to flesh out the characters that led to the development decision to use a unique split narrative structure for the story. In that sense the game almost functions as a sequel or origin story of sorts for Ellison’s original text.
Sears and Ellison prepared a 130-page draft document that would work as the script and outline for the game. Then, producer David Mullich (who’s now most commonly known for his work in the Heroes of Might and Magic series) would take this document and transform it into a massive 800-page design document with over 2000 lines of additional dialogue. This was not typical for games of this time, which is another reason why I Have No Mouth is such an interesting anomaly. Mullich seemed like the right person to help with the controversial title as he had previously worked on a video game adaptation of the mind-bending television series, The Prisoner, which is an equally ambitious project for when it came out in 1980 (seriously, the game gets in players’ heads so thoroughly that the CIA even used it as a training tool). Both I Have No Mouth and The Prisoner also heavily pull from Franz Kafka’s mindfuck of a novel, The Castle. The Prisoner game also involves surreal storytelling techniques, an emphasis on philosophy, and puts stock in the moral values of the gamer.

In pre-release publicity for the title, Ellison went so far as to say that this was a game that “you cannot possibly win.” This stirred up a considerable amount of controversy and the final product eventually balked from this boast. The game can be won, but it’s difficult, and there are an abundance of negative endings. It also didn’t help that Ellison’s approach here was to basically attack the computer gaming industry and say that his game would be the first breath of fresh air in some time and finally something new for gamers.
Sears was eventually able to get through to Ellison and convince him that a game with purely bad endings wouldn’t be appreciated, but it’s a bold premise that jives with the author’s work. Even still, in 2013 Ellison stood by his actions and said, “I created it so you could not win it. The only way in which you could ‘win’ was to play it nobly. The more nobly you played it, the closer to succeeding you would come, but you could not actually beat it. And that annoyed the hell out of people too.” In that sense this indicates that Ellison’s perception of the “good ending” where AM is defeated and the cryogenically frozen humans wake up on Luna is still steeped in dread. Or maybe he just never knew they pushed through this happy ending angle.
I Have No Mouth, and I Must Scream is also innovative in the sense that each character’s narrative put to use a different art style that would better reflect that character’s themes. German expressionism, flowery high fantasy, and ultra-drab realities are all used to better illustrate the personal Hells that each of these people are trapped in, as well as highlight the immense, surreal powers of AM. The title also impresses with some really incredible voice acting, sound design, and a full score. Mullich hired film composer John Ottman (who would later do musical work on The Usual Suspects and X-Men) to write over 25 pieces of original MIDI music, and it really stands out.
The game was a critical success for the most part (GameSpot awarded it a 4.3 out of 5 and PC Gamer gave it an 87%) although it still fell flat for some audiences. It was described as “less a game than an ethical obstacle course,” which is actually a pretty perfect description of it (and also a review that Ellison probably would have loved). While the game was too deep for some, many praised its ambitious nature and even went as far as to say that this is what high art should do. If video games want to be taken seriously, then they need to offer the same level of reflection and analysis that the works of Kafka do, for example.
It’s factors like that that helped the title receive such accolades as “Best Game Adapted from Linear Media” at that year’s CGDC and Computer Gaming World even called it “Adventure Game of the Year.” Even now the game still carries on a strong legacy and as recently as 2014 Game Informer put it amongst its “Top 25 Horror Games of All Time.” Back in the summer of 1995, a PlayStation port of the title was planned, but ultimately canceled. Such a release surely would have helped widen the visibility of this cult title. Fortunately, the game has recently found a second life on Steam and GOG.com after it was released on the platforms back in 2013.

When it comes down to the actual gameplay, there are definitely pangs of System Shock here, but there’s ultimately a deeper story in place that actually plays into the moral decision making process that BioShock had such a ball with. The game also has a very Eternal Darkness feeling to it in terms of its “episodic” nature. The title is split up into five stories (which are referred to as psycho-dramas, which is great), that are all about 30 minutes or so in length. All of this amounts to an experience that feels like an anthology horror approach to an adventure game, which really should be done more! Even if this was a messy disaster, this would still be a concept that has merit, but I Have No Mouth knocks it out of the park. It’s a real surprise that this title’s structure didn’t inspire more horror-adventure games that follow a similar vein.
All of the moral quandaries and decision-making results in a total of seven different possible endings for the game that are based on the player’s performance. This is also a feature that was incredibly ahead of its time. A majority of the players had no idea how many different endings were out there, let alone the steep conditions necessary to arrive at the game’s infamous “good” ending.
Extreme topics like animal torture, human experimentation, genocide, rape, and mental illness all get explored here to surprising degrees. It’s also really wonderful that the game makes it so you don’t know who to trust in the storylines and basically everything is treated as suspect. The fact that there are multiple ways to get through everything also gives the title a ton of replay value and it’s rather ingenious that the game’s hint system expresses its ideas as actual riddles rather than holding your hand to success.
On that note, the game’s puzzles are very obtuse and difficult (one infamous examples involves needing to flush a toilet three times to unlock a hidden room, with no explanation behind the action), but even more so than the typical ‘90s point-and-click adventure game kind of way. This makes the experience even more frustrating at times, but it feels like that’s what Ellison wants to happen. To be fair, the game is far from perfect, there are plenty of programming bugs, and it’s not exactly a smooth adventure game experience, but this title just gets so many points for atmosphere and style that it’s easy to look past these things. There are all sorts of buggy games from the ‘90s, what’s important here is that this is one of the few that gets psychological with its audience and taps into some true horror with lasting ramifications.

All of the storylines in the title offer a glimpse of a different uncomfortable area that Ellison wishes to rub in the audience’s face. There are pretty clear-cut goals that are in place for each character, but it’s the effort put into the details that really make all of this stand out. In Gorrister’s story, he deals with jukeboxes in his purgatory that only play pained audio tracks of his loved ones and past mistakes, which is a brilliantly twisted idea. At another point, a character is forced to reunite and confront their loved ones as they hang in a meat locker. Each of these little morality plays force your character to confront their past in some disturbing way.
Ellen’s story is particularly painful as it attempts to portray mental illness to questionable, albeit admirable, results, especially for a ‘90s point-and-click adventure game. The scenario goes through Ellen’s sad life and her struggle with postpartum depression. The most shocking part of all of this occurs when Ellen is forced to face her traumatic rape head-on and re-live an aggressive attack in an elevator that explains why she’s become so frail. It’s incredibly dark, especially with how it glosses over Ellen’s entire life and the downward spiral that it takes, but it makes for fairly challenging material for a video game.
Benny sees himself transformed into a handicapped ape creature, which is particularly morbid. What’s worse is that his mission deals with having to choose a villager to sacrifice to AM on the altar. At the same time, Benny also helps raise a mutant child, who inevitably loses their mother to the lottery sacrifice. In a 2012 Game Informer interview, it was revealed that there were regrets that Benny’s story wasn’t more of a parable for someone trying to come to terms with their homosexuality (which was apparently in the game’s original script), which would have seen the game hit on yet another controversial, yet important, area.
Nimdok’s scenario is especially depressing as he’s a Nazi scientist who happens to work with Dr. Joseph Mengele. Things get real dark with Nimdok and he’s stuck in a position where AM wants to retrieve the doctor’s impressive torture techniques for his own gain. It’s one thing for a storyline to simply talk about the atrocities of Nazis, but Nimdok’s task here is to take spinal fluid from children to help build a secret Nazi serum. Meanwhile, the character gets to spout optimistic lines of dialogue like, “I smell burnt flesh, but this definitely isn’t a kitchen. Nimdok even gets smaller moments to marvel at the corpses that were able to smuggle possessions so far in life. There’s literally a scene in this where a bunch of Jewish children scream at Nimdok for the human experiments that he and Mengele do. One child has even had his eyes surgically removed! Curiously, this material goes so far that Nimdok’s story is removed entirely from the French and German versions of the game for understandably delicate purposes. However, it also means that players can’t get the best ending in those versions of the game either!

Finally, the character Ted is meant to be the “normal” narrator and the audience surrogate. I Have No Mouth pushes the premise that normal, regular people are just as messed up and disturbed as the rest of AM’s prisoners. Ted needs to navigate through a fairytale-like narrative and rescue a damsel in distress with Ted playing the Prince Charming role. There are witches, a literal devil, and Cinderella allusions galore here, all of which add a very surreal quality to the tale.
Once the title has made gamers work through each of these twisted examples of psychological torture porn, it adopts a very Harlan Ellison-esque finale. The characters all get digitized into computer viruses and the supercomputer gets to utter something as jokingly poignant as, “I THINK THEREFORE I AM NOT.” All of this also involves the player going into a giant brain and disabling its ego, lest “your subprogram get purged.” Pure Ellison porn, plain and simple.
I Have No Mouth, and I Must Scream made a strong name for itself upon release, but unfortunately, The Dreamers Guild wouldn’t really garner much of a reputation after the title’s release. The team followed up I Have No Mouth with a middling DinoTopia title and then went on to fade into obscurity. It’s a shame that the company couldn’t pull together one final collaboration with Ellison, or at least use the structure of this game to act as the basis for a new series of literary horror titles. In spite of the game not seeing any sequels, it’s surprising that almost 25 years after its release it’s still one of the most unique, thoughtful takes on the horror genre.
Ellison’s glory days may now be behind him, but there’s absolutely no reason why this basic game design and structure couldn’t be used to create an incredible Black Mirror video game. Let Telltale Games even take a swing at things. It’s shocking how easily Ellison’s bleak reality would cater itself to the techno-morality plays of Black Mirror. Then again, there’s something all-too-appropriate about the omnipotent supercomputer of AM only getting one title to prove his worth. A sequel or spiritual successor would only prove that the megalomaniacal machine has won and that humanity is doomed.

Comics
‘Spider-Noir’ Comic Changes Explained: How the TV Series Reinvents Marvel’s Darkest Spider-Man
A little while back, I wrote an article chronicling the Hellraiser franchise’s affinity for Film Noir and touched on how that genre has, historically, always been connected to horror.
This connection can be observed in everything from the cannibalistic serial killers of Frank Miller’s Sin City to the disturbing criminal plots fueling neo-noir thrillers like Stuart Gordon’s underrated King of the Ants. That’s why it came as no surprise when I finally sat down to watch all eight episodes of Prime Video’s recently released Spider-Noir series and was confronted with plenty of classic horror tropes.
What did come as a surprise, however, was how showrunners Oren Uziel and Steve Lightfoot approached these horror elements when compared to the 2009 comic book that the show is based on. From the heavily altered rogue’s gallery to an equally terrifying yet completely different origin story for Nicolas Cage’s take on the webslinger, there are plenty of changes here that I feel might be of interest to genre fans.
With that in mind, I’d like to invite readers to take a closer look at all the adjustments that Spider-Noir made to the story in order to bring this incarnation of Spider-Man to life in all of its monochromatic glory (unless you watched the True-Hue color version of the show, in which case you’ll be treated to a surprisingly comic-booky palette that you don’t usually see on television).
The Dark Origins of Marvel’s Spider-Man Noir

Our first order of business should be to examine the origins of the Noir comics themselves. Originally published as part of the Marvel Noir alternate universe that reimagined several characters as hard-boiled crime-fighters, Spider-Man Noir became the most successful book in the entire run. This highly politicized story about Peter Parker coming to terms with the capitalist evils of the Great Depression seemed to have struck a nerve with audiences looking for a darker take on the wall-crawler, which is likely why we’d soon see several sequel stories as well as a video game adaptation of the character in 2010’s underrated Spider-Man: Shattered Dimensions.
Of course, it wasn’t just Spider-Man’s darker disposition that made this version of the character a hit, as 1930s New York City was depicted as being much more hostile than what we generally see in the standard Marvel Universe. From Peter’s powers coming from an Eldritch Spider God that spawns man-eating arachnids to Vulture being an ex-Freak-Show Gimp with a taste for human flesh, you can definitely understand why this Web-Head isn’t pulling his punches.
Unfortunately, this alternate universe was a little too popular for its own good, with each subsequent sequel/adaptation further diluting the political anger and classic horror influences that fueled the original comic-book run in order to appeal to a wider audience. Spider-Man Noir was nearly unrecognizable once we got to the Spider-Verse crossover that turned the character into a household name, though this would at least lead to an interesting adaptation in 2018.
The Classic Horror Influences Hidden Throughout Spider-Noir

Jack Huston as Sandman in ‘Spider-Noir’
When Phil Lord and Chris Miller finally translated Spider-Man Noir to the big screen, with Nicolas Cage bringing the character to life in an unexpected case of pitch-perfect casting, he was still mostly relegated to comic relief as his nazi-punching antics and over-the-top edginess were played for laughs. However, while this version of the character had little to do with the comics that spawned him, Spider-Noir’s newfound popularity eventually resulted in the announcement of a darker live-action spin-off – a spin-off that I was cautiously optimistic about.
While the showrunners ultimately decided to go in a completely different direction than the 2009 comic, the new team of writers appeared to understand Noir as a genre in ways that even the folks at Marvel Noir couldn’t quite grasp. That’s likely why 2026’s Spider-Noir boasts plenty of horror elements, just not in ways we’ve seen them before.
The series is obviously borrowing tropes and aesthetics from period-accurate monster movies, with Universal’s 1930s output being a particularly big influence. From the re-imagining of Sandman and Tombstone as tragic figures to The Spider even being operated on by a mad scientist with hilariously antiquated techniques, this bizarre collection of super-powered freaks could have easily shown up in a classic creature feature.
The scares aren’t all retro, however, as the showrunners also injected plenty of body-horror into the mix during their attempt at unifying the origin stories for all these larger-than-life characters. Hell, the Spider himself is now revealed to have gained his powers after being bitten by a half-mutated Man-Spider during World War I, and the aforementioned mad scientist keeps a disturbing collection of failed experiments in her basement, proving that not all of her patients were lucky enough to simply gain superpowers after being experimented on.
Nicolas Cage Reinvents Spider-Man Noir for Television

Ben Reilly/Spiderman (Nicolas Cage) in SPIDER-NOIR
Photo: Aaron Epstein/Prime
© Amazon Content Services LLC
I also really appreciate how Cage insists on depicting Ben Reilly as an arachnid trapped inside of a human body, with his uncanny physical performance and classic Hollywood impressions keeping your eyes glued to the screen while also providing some of the show’s funniest moments.
I still think it’s a shame that the character is no longer politically motivated, and I miss the detail about Uncle Ben having been cannibalized by Vulture after his social activism ruffled too many feathers, but at least this time our protagonist actually feels like someone who could have been written by Raymond Chandler if he were a fan of Superheroes.
In fact, the writers nailed the snappy back-and-forth that Noir authors like Dashiel Hammett used to refer to as the “riposte”, and it’s fun to see supervillains being depicted as horrific movie monsters instead of specialized henchmen – with The Spider feeling like just as much of a Freak Show attraction as the rest of them. Purists might be put off by the lack of reverence for the source material, but I think that’s a small price to pay when even the show’s most clichéd moments intentionally harken back to the golden age of Hollywood.
That’s why I’d argue that Amazon’s Spider-Noir isn’t really an adaptation, but rather an equally valid take on the same premise that inspired Marvel back in 2009. And in a world filled with recycled storylines that only serve to advertise future releases, I’d rather have two completely different visions of the same character than a straight-up retelling of the same handful of ideas.
At the end of the day, there’s enough space inside this comic fan’s heart for both man-eating Vultures and a Cronenberg-inspired Man-Spider. And if you’re also a fan of nostalgic creature features with comic book flair, I’d highly recommend this street-level superhero story with a spooky twist.

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