PANIC IN THE BRAIN
Sanitarium is a completely unhinged adventure game in every sense of
the word. From the story and dialogue to the perspective and sound design,
everything revolves around a warped perception of reality, making the player
question what is real.
When the freshly graduated art school students at
DreamForge Intertainment sat down to plan the project, they couldn’t
agree on which idea on the whiteboard to pursue, so they used all of them. The
result pulls in every possible direction. It’s so fragmented and disjointed
that the game really shouldn’t work, and yet somehow it does.
What you get is a hallucinatory odyssey through a damaged mind. The unusual
isometric perspective brings to mind the RPG classic Planescape: Torment and its
bewildering philosophical chaos, but Sanitarium instead sticks to
traditional point-and-click mechanics. The interface is extremely simple:
left-click to examine and interact, right-click to move.
The distant camera provides a strong overview of the environments, but it
also turns pixel hunting and tiny puzzle details into a nightmare. Your
eyesight practically gets a workout as you stare into the screen searching
for scraps of interactable clutter.
The story begins with a violent car crash. You wake up in a gothic mental
institution, your head wrapped in bandages from the injuries, with no memory
of who you are. The rest of the game revolves around drifting from one dream
state to another while piecing together your identity and backstory. You
visit wildly different locations from the protagonist’s life, ranging from
the comic-book worlds of his childhood to the circus he once visited with
his deceased sister, to an Aztec jungle. In some worlds, you even take on
different forms.
The game’s disjointed structure is tied together through recurring themes
and symbolism. Almost everything — if not literally everything — seems to
mean something. Children play a major role, as do corrupt authority figures,
aliens, and angels. The nightmare-like mental hospital returns at regular
intervals throughout the story.
Dream interpreters and psychoanalysts could probably have a field day with
the game’s bizarre visual design.
Taken as a whole, it all sounds deeply psychotic and relentlessly bleak, but
many episodes are laced with dark humor. The game skillfully balances
despair with absurdity, and if I ever became frustrated, it was never
because of the narrative. Sure, the ending leans a little into cliché, but
the journey itself remained gripping throughout.
Adventure games often live or die by their puzzles, and here Sanitarium is
relatively strong, though far from flawless. Some of the best examples are
essentially mini-games within the game, not unlike the classic
The 7th Guest, where you need to crack the idea behind a circuit board, control panel, or something weirder. Even though the game operates on dream logic, the
puzzle solutions often fall into place naturally.
Unfortunately, there’s also far too much pixel hunting. Tiny, barely visible
objects on the ground can be absolutely essential. A light gray wrench might
be lying on a dark gray surface, so small it looks like a natural shade in
the asphalt beside it.
What’s frustrating is that I sometimes knew exactly what the game expected
me to do, which speaks to a kind of strength of the puzzle design itself.
The problem lies in the execution. One example: I need the fishing rod to
retrieve the object conducting electricity. I know who owns the rod. But how
do I get it?
Early on, I was already on the right track and tried the correct solution,
but my character refused to cooperate because I wasn’t standing in precisely
the right spot. I experimented with other ideas for a long time. Much later,
I tried the exact same thing again from a slightly different position — and
suddenly it worked. The result was a strange mix of relief and even greater
frustration.
The movement system is also clunky and sluggish, especially during the few
segments that require precise movement or time pressure. Thankfully, these
are very rare, and each chapter takes place in a relatively small area, so
it never becomes unbearable.
There’s also plenty surrounding the gameplay that makes up for its
shortcomings. The sound design is outstanding. The alarms, screams, and
dripping water in the asylum levels create a constant sense of unease that
perfectly complements the game’s mysterious visual style. The surreal blends
seamlessly with the mundane. When the setting shifts to the circus or more
alien environments, the tone takes on entirely new shades of madness, each
governed by its own twisted internal logic.
A large portion of the game consists of clicking through dialogue trees.
This is where the mystery gradually reveals itself, both between the lines
and through more direct exposition. Certain encounters and events unlock
pre-rendered scenes from the protagonist’s past.
Sanitarium features a huge cast of well-written characters — especially the
children — brought to life through surprisingly solid voice acting,
particularly by the standards of other games from the 1990s. The
protagonist’s theatrical enthusiasm occasionally evokes Adam West’s iconic
portrayal of Batman in the 1960s television series, which sounds like an
insult but really isn’t.
Everything in Sanitarium is one giant puzzle. The dialogue, characters,
environments, and even the puzzles themselves resist straightforward
interpretation. Thematically, the game is deeply disturbing and surprisingly
daring, especially in its depiction of child exploitation during the second
chapter, which I consider the game’s strongest section.
Here, the game reaches a level of psychological darkness I rarely encounter
in games, especially from that era. Today, moral outrage would probably
explode across social media. But when the game was released in the late
1990s, the cultural climate was very different. Now Sanitarium survives
quietly in the forgotten corners of the internet, preserved and waiting to
be rediscovered.




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