Note: The following review contains spoilers for Catherine.
In 2011, Atlus, developer behind the Megami Tensei series and Persona
sub-series, released an odd-sounding game called Catherine in 2011, which detailed the story of a man going through an affair,
with some block puzzles mixed in. The ideas presented in the trailers intrigued
me and the result turned out be more interesting than I expected. Eight years
later, a re-release with extra content dubbed Catherine: Full Body was announced, among its new features being a
new character that leads to new story paths. While the game is already out in
its native Japan, the announcement of the English version’s release date led me
to play the original game again, both to see how it holds up and to have a
comparison point for the Full Body
version. After playing the game three times to view multiple endings, I can say
that the game is just as good as I remembered it being, though it doesn’t quite
hold up as well in some areas.
Vincent Brooks is told by his girlfriend, Katherine, that after years
of dating, she wants to get married. Vincent, however, is not quite prepared to
take this next step in their relationship. That night, Vincent has a nightmare where
he is a sheep climbing up a tower of blocks while being guided by a mysterious voice
and outrunning a monster at the bottom of the tower. The next morning, Vincent
wakes up to discover that, while drunk, he had cheated on Katherine with
another girl named Catherine. As Vincent tries to figure out how to fix this
situation, he is met with the news that Katherine might be pregnant with his
child.
The story is interesting in that things in the game can change
depending on your actions. While the overall story plays out the same, the
ending you receive and Vincent’s inner thoughts during cutscenes are affected
by a Mysterious Meter that changes depending on your actions. As mentioned above,
I played through the game three times to get three of the game’s eight endings:
the True Katherine Ending, where Vincent marries Katherine; the True Catherine Ending,
where Vincent makes things work with Catherine; and the True Freedom Ending,
where Vincent ends up with neither and pursues space tourism. Getting each of
these endings is worth it, as each of them reveals more about the characters and
setting, such as what influences the nightmares as well as confirming foreshadowing.
The story also presents a running theme of sheep as a metaphor. The sheep in the nightmares are presented as a play on the idea of counting sheep to go to sleep, which is even hinted at in the game, however this is later put in a different light once it is revealed that the nightmares are actually a means of "herding" society, adding a lot more depth to the sheep metaphor than is initially let on. This also puts the name of the Stray Sheep bar in the game in a different light once you learn who is behind the nightmares in the first place.
The story also presents a running theme of sheep as a metaphor. The sheep in the nightmares are presented as a play on the idea of counting sheep to go to sleep, which is even hinted at in the game, however this is later put in a different light once it is revealed that the nightmares are actually a means of "herding" society, adding a lot more depth to the sheep metaphor than is initially let on. This also puts the name of the Stray Sheep bar in the game in a different light once you learn who is behind the nightmares in the first place.
The gameplay is split up between Day and Night segments, going between
them for purposes of story. During the day, the primary gameplay takes place in
the Stray Sheep bar, where Vincent drinks with his friends after work. During
this time, you can talk to other patrons and answer text messages from both
Katherine and Catherine; the way you respond to texts and answer questions from
some of the patrons can have an effect on the Mysterious Meter, which goes
between Order and Freedom, so you must choose your answers carefully depending on whether
you’re aiming for a specific ending. Each of your actions also affects the
passage of time, including when some patrons leave, though there exist guides
on how to most effectively manage your time.
Nighttime gameplay largely consists of block puzzles, though each one
is separated by landings where you can talk to some of the other sheep. Talking
to sheep allows you to learn useful techniques for how to traverse these
puzzles, though some may ask questions that have an effect on the Mysterious Meter.
As some of these sheep are also bar patrons, talking to them during both day
and night can affect whether or not they die in the story. The most important
questions to answer, however, are in the form of the Confessionals, which show
up at every landing and lead to the next puzzle. Your answers to the (mostly randomized)
Confessional questions are reflected afterwards in a pie chart that tells you
how other players answered; seeing which way the chart sways can be very
interesting to look at, some even being close to an even split, though one has
to wonder how much the chart is affected by those answering the questions in a certain
way to see specific endings.
Based on how the questions are worded throughout
the game, some of which can get oddly personal in the Confessionals (your
underwear preference of all things can affect the Meter), it’s clear that
the ending you get is meant to be influenced by your natural responses, which
is a path I would encourage on a first playthrough, though guides do exist on
how to get each of the other endings if you wish.
As previously mentioned, the bulk of the nightmare segments are
presented in the form of block puzzles, which are traversed by manipulating
blocks to ascend the tower. Once one understands the concept of edges, that
being that a block cannot fall as long as its bottom edges are touching another
block, a lot of possibilities are opened up, especially once you learn more
techniques from talking to other sheep. That said, the puzzles can actually be
pretty tricky, especially since you are on a time limit, as layers of the
tower gradually detach themselves from the bottom and into the abyss. There's also a number of different block types to keep in mind, with a new one introduced each night to keep players on their toes, such as Ice Blocks that cause you to slide around or Monster Blocks that have a mind of their own. A more benevolent block type is the Spring Block, which bounces you up five steps, assuming you have a ledge to grab onto at the end of your ascent.
You will also hear "Edge" and, in Tower of Babel Mode, "New Record" a lot. |
Fortunately, there are a number of items that can be found to help with
climbing the tower, each of which provide their own benefits. The most
important is perhaps the Mystic Pillow, which is your primary source of extra
lives and how many you get depends on the difficulty. One thing to keep in mind
is that, aside from Mystic Pillows, you can only carry one item at a time,
which may influence how you go about traversing the puzzles.
Holding Select (Back on the Xbox 360 version) on the main menu while
highlighting Golden Palace unlocks the Very Easy difficulty, patched in after
Japanese players complained about the puzzles being too difficult even on Easy,
which provides increased chances of stumbling on the Power Drink item. I played
on Very Easy for this reason, as the Power Drink allows you to climb three
steps on the tower upon consumption, which can get you out of a lot of jams. The
puzzles turned out to be a little tougher than I remembered, however I got
better at them on each playthrough to where I used a stocked-up Power Drink more
as a last resort than a crutch.
You will learn to love this item. Left: Power Drink, lets you jump three steps at a time Right: Energy Drink, lets you jump two steps at a time |
Another way to speed up the puzzle segments is by drinking in the bar during the day, or at least enough to fill up a meter in the corner of the screen. The more you drink, the faster Vincent moves in the nightmares, however you can also learn some interesting things about alcohol the more of it you consume. For example, I didn't know how to properly clean a beer mug or the possible origin of the cocktail's name until I played this game.
The nightmare stages are back by an amazing soundtrack by Shoji Meguro,
consisting of arrangements of classical music that better suit the pace of a
video game. Some standouts include "The Hut On Fowl's Legs
(Baba-Yaga)" from Modest Mussorgsky’s Pictures
At An Exhibition, "Revolutionary Etude" by Frédéric Chopin and “Symphony
No. 9 In E Minor ‘From The New World’ 1st Movement, 3rd Movement Scherzo (Molto
Vivace)” by Antonín Dvořák. At the end of each nightmare stage is also a rather perfect and fitting use of "Messiah 'Hallelujah Chorus'" by George Frideric Handel.
Another point of praise is the voice acting, which still holds up today
even though the voice actors have had a lot of experience since then. As the
voice of the main character, Troy Baker’s role as Vincent Brooks is a standout,
as he gives a believable performance of a 32-year-old man thrown into a very
fantastical situation. Michelle Ruff and Laura Bailey are also great as
Katherine McBride and Catherine respectively, especially the way the two play
off each other in one scene later in the game. Though the game is overall
well-casted, it would seem that the recording was done a little cheaply, since
you can hear a noticeable hissing every time someone says an “s” sound, which I
hope to see rectified in the Full Body
release.
As with some other Atlus games, cutscenes are divided between scenes
rendered in the in-game engine while others are rendered in traditional
animation. The animated sequences by Studio 4°C still hold up rather nicely, as
they are very expressive and display emotional range that would not be possible
in CG. On that note, while the CG sequences are still okay, they don’t seem to
hold up as well since current standards make the characters’ movements seem a
little stiff, especially with the more limited facial expressions. As with the
voice acting, the Full Body version
seems like a good opportunity to redo these animations a little to bring them
up to modern standards.
After eight years, the original Catherine
still holds up as a solid experience. Though some technical aspects don’t hold
up as well, the game still tells a compelling story of one man’s mistakes and
his epiphanies as he survives deadly nightmares. The block puzzles remain a fun
part of the experience, though you would not be blamed for wanting to play on
the Very Easy difficulty just to get past some of the more challenging puzzles.
If you haven’t played Catherine yet
and/or are anticipating the upcoming Full
Body version, I would still suggest giving the original version a go,
especially if you are a fan of puzzle games and/or other Atlus games.
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