I was looking for that Sonic the Hedgehog "I want shorter games with worse graphics etc." image to show to someone in a conversation, and an errant internet search pulled up a "Shorter games with worse graphics"-themed bundle on itch.io because one should
never doubt the itch.io community's ability to reclaim anything in the form of naming a bundle/jam after it. I did eventually find that image, but the bundle led us to this little detour in the meantime, and I'm glad it did.
Remember Mary is a short artsy thing (this is itch.io, after all) about a girl named Mary interacting with her friends and going about her day. There are three sets of fetch quest type problems, and in each you possess the ability to solve the problem the helpful way or the
fucking horrible way. For example: One of your friends lost their purse and another one of your friends has it, but won't give it back unless you find another suitable item to trade. Finding a suitable trade is definitely one way to solve the problem, which leaves both friends happy with the outcome and with you.
Or, you can also get the purse back by stabbing that friend who has it to death.
Doing things the nice way always involves going a little more out of your way, and is slightly longer and more difficult. Not enough that an all-kindness run is any sort of challenge, but just enough to be very slightly obnoxious, which helps sell the feeling that you're going out of your way for these people. Gameplay to establish a mood! Very well handled and designed. The reward for doing things the long way, of course, is people thanking you for being a good and helpful friend rather than reacting with the kind of shock, disbelief, horror, and
betrayal one could only feel when their dear and presumed longstanding (lifelong?) friend who has no prior history of this kind of behavior just straight up left them to die out of nowhere.
After resolving all three situations, you get one of three endings depending on whether you did the right thing in all of them, the horrible thing in all of them, or a mixture. There's a sort of... home life situation with Mary and her family that's vaguely hinted at in the kindest ending, and the curtain of what actually is going on here gets peeled back more and more in the medium and especially the pure evil paths. This is one of those five-minute-long art games, so replaying it for each ending isn't exactly a huge endeavor. In fact, there's a lot of replay value here, assuming you can stomach the lamentations of your friends if you explore the non-kind options.
Picture if Undertale were a free five minute indie walking sim instead of a full-fledged however-many hour RPG, I guess.
I did particularly like the sensation of doing one more pure-kindness run after seeing everything else, because 1) I really wanted to wash the guilty conscience down and make everyone happy again, and 2) the otherwise-vague and kind of weird kindness ending makes
a lot more sense after the knowledge one gains from the other routes.
And even then, even replaying each route, we haven't seen everything. Mary starts out chipper and full of life and everyone else starts out loving and overjoyed to see their absolute favorite best friend in the world, but Mary's mood and the mood of the rest of the game darken considerably every time an evil deed is committed. Thus, the
order in which you tackle every situation--whether you're still feeling fine when you encounter that purse situation or you're reeling from already having two atrocities under your belt by that point--leads to unique dialogue and conversations. (The order is far less important on an all-kindness run, as everyone's mood starts out at the same maximum brightness and just stays there throughout.) There's a part of me that really wants to go back and see the other combinations, to see what the dialogue sounds like if I ruin everything with the purse friends first or last. The dialogue is very well-written and evocative, you see, and it's very much worth seeing it all. On the other hand,
because the dialogue is so well-written and evocative, I'm not sure I have the heart to explore the evil options any further than we already have.
We're fast approaching the point where it takes you longer to read this entry than it would take to play the game, being a quick little itch.io freebie and all. I guess I just had a lot to think about and a lot to say.
One last thought: I find the darker routes of this game to be an unnervingly perfect depiction of an Intrusive Thought Simulator. You know, that sensation of just hanging out with your group of dear and beloved friends and warmly enjoying each other's company, while a small part of the back of your mind is like, "Hey, I'll bet if I stabbed one of them to death right now, the other would be mortified and grief-stricken and probably hate me for what I did and the entire group dynamic we've been enjoying for decades now would just all be over all at once, just like that. Wouldn't that be fucked up?" You hate that option and you never want to take it, but it's
there. As much as you want to enjoy a quick romp through a peaceful afternoon where everyone is happy to see you as you help them with a smile, that selection in the choice prompt is always
there. It feels weird, almost fake or dissociative somehow, to have them praise you for your helpfulness and call you a hero and such when you know that it's there.
This game is very thought provoking. It gives me some feelings I'm not quite sure what to do with. Still, I'm glad I had the experience of chewing on them. This is itch.io at its... itchiest? itchioiest? and we are 100% here for this kind of stuff.