Catherine is a game which I think I had to study and
discuss if studying narrative and gameplay as it has some very interesting
elements of both, and they come together in a very original way. On the surface
many people judged Catherine due to its anime style graphics and cutscenes and
its racy promotional material as nothing but some lonely man’s fancy game. This
I find to be very unfortunate as those who would be so quick to judge are
missing out on a narrative experience I have seldom encountered among the
myriad of video games I have played.
Narrative is very important within Catherine, however
it doesn’t particularly tell a tale which is grandiose or epic like most video
games do. Indeed the characters (including the main character) all have their
fair share of character flaws and elements which don’t immediately make them
likeable. This however is exactly what makes Catherine such an astounding step
in the evolution of narrative in gaming. Catherine tells a tale which I think
appeals more to the older gaming audience, a story about just a regular guy. Admittedly
the story has some supernatural and weird elements to it but generally this is
supposed to be a game about the some of the tribulations of adult life. Vincent
the main character is a guy with a decent job and a loving girlfriend Katherine
, however when she starts talking of marriage and children Vincent grows
anxious of the commitment involved in such massive life steps. Next thing we
know seemingly accidently Vincent wakes up with another woman (this one called
Catherine), and the rest of the narrative is a downward spiral of guilt and
deceit. The player chooses through gameplay whether Vincent will try to do
right by the loving Katherine, or be seduced by the lust of Catherine or in
see-saw both ways and cause them more trouble.
I believe this is what makes Catherine shine so
greatly, it has many elements which people can relate to. Many of us myself
included have had stirring thoughts of anxiety about commitment and the future,
and Catherine almost makes you ponder your feelings on such things. What makes
the game even better in this regard is none of characters are perfect, they
each have their share of traits which may cause different people to like or
dislike them. Vincent is a coward, Katherine is overbearing and Catherine is a salacious
woman with trust issues so your feelings on these characters aren’t necessarily
as simple as they would be in most games.
Another intriguing thing about Catherine is what could
be thought of as a disconnect between the narrative and the gameplay, however
it manages to pull it off effectively. The gameplay comprises of equal parts
puzzle game to social simulator, which would seem to be a strange combination.
However the game addresses this strangeness by fitting the gameplay directly
into the narrative. The puzzle elements involve climbing up a tower of shifting
blocks with Vincent, while the bottom of the tower crumbles or in some stages a
demon (embodiments of Vincent’s anxiety) chases him. Within the context of the
story these parts take place in Vincent’s dreams each night and if he dies in
the dream we are told he dies in real life. Meanwhile during the days the
social simulation element takes over as we play as Vincent as we talk to the
customers of his Vincent’s bar. Through these day area it is discovered other
men are suffering similar dreams to Vincent and people Vincent will meet during
the day will appear in the dream scenes and can even die within the dream. This
mutual support between narrative and gameplay I found very interesting as both
elements at a glance are so very different from one another, but by addressing
one another they strengthen the experience.
Catherine is a unique experience and I think the way it
deals with issues many adults could relate to is a step towards a maturity in
video games which I think is somewhere which is essentially untouched in
games. In terms of narrative Catherine
does what I think all prominent narratives should do, it makes the audience
question parts of themselves and consider deeper issues then ‘good’ and ‘evil’.
Whereas the gameplay of Catherine is also a difficult experience which only
skilled players can master on any difficulty above easy. Though Catherine is
such an impressive experience the combination of unfamiliar narrative
(displayed through anime aesthetics) and difficult gameplay inevitably
alienates many players, which is an unfortunate fact I must consider when
creating games myself.