As I’ve discussed before, I’m a video game nerd. Hardcore. And, as someone who is a bit obsessed with eradicating stigma that is related to mental illness, I remain fascinated by public portrayal of depression, anxiety and addiction.
Video games, I believe, are art. I define art as the ability to make a profound emotional impact on a person. As such, the portrayal of mental illness in video games – and indeed, humanity – continue to fascinate me, and make me think. The good news is this: Video games can often describe the human condition in a more thoughtful and complete than many movies and television shows. That line of thinking inspired this blog entry: How does video games portray mental illness? How accurate is that portrayal?
Oh, and spoilers below.
Life is Strange: Before the Storm

This one is the prequel to Life is Strange, one of my favorite games, made by Square Enix. It is a walking simulator in which you follow Chloe, the main character, as she battles her way through high school and falls in love with Rachel, the previously unseen character who plays a pivotal role in Life is Strange.
I firmly believe that Chloe is suffering through some major depression symptoms. Her father has died a few years before and her mother is dating a man who she openly despises and fights with; both of these experiences can lead to depression. She drinks and does drugs often enough to have a regular dealer to whom she owes money. Her best friend is gone, and not communicating with her at all. She comes across as angsty, but it’s more than that. Her quotes, thoughts and actions are often self-destructive and reflect a young woman in pain.
To me, this is more than just a teen being a teen. She’s miserable, she fights with her mom and her mom’s boyfriend, her family has financial issues, and she is clearly discovering her sexuality. These are all symptoms that lead my to believe that Chloe is suffering from depression.
What makes the game more relatable is the game’s treatment of Chloe. In the start of episode one, she is petulant and miserable – not the greatest portrayal. However, as the game evolves, she becomes a more sympathetic character, and a multi-layered one at that. You see her hopes, dreams and ability to connect with others. And, by hearing her thoughts, you can hear all of the truly heartbreaking things she is thinking and saying to herself, about herself.
You intrinsically want Chloe to be better, to have healthier thought patterns and make better decisions. And, in that sense, I hope that the game can give people a better idea of what it is like to live a life under duress, as Chloe clearly does.
A Night In The Woods

Disclosure: I’m only part way through this one
A Night In The Woods is a platformer. You play as Mae, who has just dropped out of college and returned home. I’m not very far along this one, but where I’ve gotten to, strange things are happening in her hometown after she reunites with her friends.
The college drop-out part is interesting. Again, I’m not far in, but thus far, Mae has refused to talk about what happened to her in college, aside from saying that college “didn’t work out” or some variation of that phrase. She reconnects with old friends, who all have their own battles:
Mae, the protagonist, experiences depression and anxiety, which sometimes create dissociative states during which she becomes completely disconnected from reality. It is implied, though never directly stated, that Gregg has bipolar disorder. His poor impulse control gets him into bad situations, and at times these factors impact his feelings of self worth. Bea and Angus both struggle with the consequences of abusive pasts and their relationships with their families.
As has been noted by Kotaku, the game’s creator’s have both discussed their own battles with mental illness:
The game’s creators have spoken candidly in the past about their own mental health struggles. Scott Benson, who animated and illustrated the game, has type two bipolar disorder. Programmer Alec Holowka runs the Everybody’s Fucked Up podcast, which aims to break through stigma around mental illnesses by interviewing people who have experienced them. (Bethany Hockenberry, the writer of the game, was unable to meet with Kotaku for an interview.)
This game is different than the standard platformer in a few ways, but chief among them is that it allows users to make dialogue choices that affect the game. This puts you in the driver seat and gives you the perspective of Mae, thus ensuring that you get a first-hand look at what it is like to live a life with depression.
As I said, I’m only a little way into this one, but I’m very curious to learn more.
Please Knock On My Door
Disclosure: I haven’t played this one.

This is the portion of the blog entry where the games start getting a touch more obvious. In Please Knock On My Door:
Please Knock on My Door is a simple game about a person living with depression. The protagonist, a blocky, inky-black character, lives a fairly standard life: Wake up, go to work, come home, repeat. The days are punctuated with mundane tasks like making a sandwich or showering, but each one carries extra weight as it drains — or bolsters — the main character’s mental fortitude.
The game’s art style is simple and stripped down, forcing players to experience the emotions of the game, not be overwhelmed by its graphics, and the focus on simple decisions and how draining they can be gives players the experience of depression, and the added knowledge that each decision made can weigh on a normal human being. In that sense, it seems to concentrate on giving players the sense of just what a burden living with depression can be.
Depression Quest

Disclosure: I haven’t played this one either.
Gee, I wonder what this game is about? From the website:
Depression Quest is an interactive fiction game where you play as someone living with depression. You are given a series of everyday life events and have to attempt to manage your illness, relationships, job, and possible treatment. This game aims to show other sufferers of depression that they are not alone in their feelings, and to illustrate to people who may not understand the illness the depths of what it can do to people.
The game was designed by Zoe Quinn, who faced a slew of death threats for her efforts. Charming.
As for the game itself: You live the life of someone with depression, making what are relatively mundane decisions about living life. That being said, in the game, happier decisions are often grayed out, forcing the player to experience life as through someone with depression. The game is told through a series of text decisions. In that sense, again, it tries to get the user to experience depression from a first-person perspective.
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These are just four, and there are certainly many more. Any other games you’d like to share? Let us know in the comments below!
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