Bad Mojo
may be nineteen years old, but in terms of gaming, it’s a one-of-a-kind; a
freakish, absurd, Kafkaesque, high-concept rough diamond of a PC adventure. The
story, which is set up for you through a gloriously weird and hammily overacted
FMV cutscene, is thus: you are Roger Samms (a play on Metamorphosis’s Gregor Samsa), a gobby young bloke who is moments
away from running away with a suitcase of ill-gotten cash and leaving his shitty, run-down flat for good, when
his soul is inexplicably transmogrified with one of the many
cockroaches which infest his dilapidated building. When I first played it, I
wasn’t quite sure what'd happened as I explored my new cockroach-sized world, but
gradually it becomes clear that the entire game is set around your now-massive flat, and a few adjacent rooms, in search of a way back to your original body.
In the process, a story is told. The game makes heavy
employment of those now-nostalgic live-action cutscenes in a number of ways,
mainly in telling you what’s going on at human height, but also in flashbacks of the characters' backstories,
and particularly in the assistance of a mystical oracle, who appears in the
form of other thumb-sized floor-dwellers to aid you in your quest. But the game
also makes good use of my favourite gaming-specific narrative technique – that of
environmental storytelling. By scuttling along through bins and gutters and the
nasty, hidden bits of you and your landlord’s home, little details come together to paint a fascinating and grim
portrait of the few characters that populate the game. The game’s art design,
and its ingenious puzzles that rely mostly on nudging things with your little
insect snout rather than the traditional point-and-click mechanic, are unlike anything
else I’ve ever played. Sometimes they can be a little finicky, but what
adventure game isn’t? Mostly I love the world that this game presents – the environment
of the disgusting apartment, with cig butts and vicious rats and spilt
chemicals all over the place, is engaging and oddly charming, in a hideous sort
of way.
I love the environment in this game mostly because of
its originality – sure, there are a million stories where people get shrunk
down and have to navigate a world where everything is now astonishingly
gigantic, but there was a lot less booze and porn in Honey, I Shrunk the Kids. As I said before, the entire game takes
place in maybe a couple of rooms, but from this new perspective, the moulded
food and the ashtrays and the monolithic furniture are all creatively put to
good to use to make an engaging world full of puzzles and pitfalls, with the
bodies of your dead kin indicating where you perhaps shouldn’t tread. One memorable sequence includes roaching across a sleeping character’s face, and others involve disposing of the deadly ‘rat
king’ and avoiding the landlord’s now-behemothic cat. All of this is tied
together with an ominous, Lynchian soundtrack by Xorcist that makes for a
fitting background to the game’s gritty and dingy aesthetic, as well as adding to the game’s off-kilter and joyously weird vibe.
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