Overall: 9.5/10 Story: For starters, I could write several pages on my thoughts/interpretations of this game's plot, but if you’re even slightly interested in playing Mouthwashing, I highly recommend doing as I did and going into it completely blind or with as little information as possible. I myself had only seen a handful of screenshots out of context, and still think it’s one of those rare experiences where the less you know going in, the better. That said, I’ll keep things as vague as possible while still giving you an idea of what to expect. Mouthwashing is a narrative-driven psychological horror game set aboard the Tulpar, a spaceship operated by a small, overworked crew. After a major incident involving their ship, things spiral into a tense, unsettling journey where reality and perception start to blur. While there is dialogue between the crewmates, this game doesn’t always hold your hand or spell things out for you, instead trusting you to piece things together from fragmented conversations by using contextually implied dialogue, eerie visuals, and environmental storytelling. I absolutely loved the narrative, and I was surprised by how emotionally invested I became by the end, given that it was a 2-3 hour experience. Yet, this made me realize that's how you know a game has a clear direction, an excellent story, and flawless execution. Each turn caught me off guard in the best way possible, and it’s one of those stories that lingers with you well after the credits roll. As I mentioned, it’s not a particularly long game, but the plot's pacing is executed flawlessly and every moment is packed with atmosphere and meaning. I personally believe Mouthwashing really thrives on discovery and letting its story unfold naturally without any prior expectations. If you enjoy games that challenge you to think, that immerse you in a world where things feel just off enough to be deeply unsettling, then this game is absolutely worth your time. Just trust me; go in blind, and let Mouthwashing take you where it wants. Gameplay: The gameplay unquestionably takes a backseat to the narrative in this game; however, given the kind of story it tells, that feels completely intentional and actually works excellently. At its core, the gameplay is a walking simulator with light puzzle-solving and exploration mechanics, so anyone expecting intense survival-horror elements might find themselves disappointed. There’s little in the way of combat or traditional survival mechanics, which makes sense considering the game’s focus. Most of the gameplay revolves around exploring the Tulpar, engaging in dialogue with its crew, and using items to solve puzzles that progress the story. While this might not appeal to fans of fast-paced action-horror games, I never found it to be an issue. The gameplay mechanics serve their role perfectly, creating a sense of immersion without getting in the way of what truly matters: the unsettling, thought-provoking journey the narrative takes you on. World: At first glance, the 'world' (ship) seems very straightforward (tight corridors, simple spaces, and familiar layouts), but the deeper you go, the more you realize just how much thought has been poured into every inch of its design. This is a game that makes the most of everything it has, turning what could have been a series of basic environments into something layered, deliberate, and often unsettlingly effective. A huge part of Mouthwashing’s storytelling unfolds through its world. Every hallway, room, and shift in scenery isn’t just a backdrop, it’s a conversation. If you’re paying attention, the ship itself feels like a living thing and place that tells its own subtle story. The sequences that are technically not on the ship (or at least don't feel like it) follow suit, constantly presenting you with spaces that seem utilitarian at first, only to reveal more meaning as you move through them. It’s this efficiency that makes the game’s design so impressive. Nothing feels wasted, and the simplicity is deceptive. Every level draws you in with a structure that feels intuitive, only to challenge or unsettle you in ways you didn’t expect. It’s a testament to how much Mouthwashing accomplishes with so little, using both its environment and dialogue to build an experience that lingers. Visuals: I’ll admit upfront that I have a soft spot for PSX-era aesthetics, but putting that bias aside, the visual and artistic direction genuinely feels like the right call. Mouthwashing's low-poly models, grainy textures, and jagged edges aren’t just an exercise in nostalgia; they actively shape the experience in ways that a more modern, high-fidelity presentation simply couldn’t. There’s something about the imperfections, the slight warping of perspective, and the eerie simplicity of the environments that makes this game's world feel unsettling yet strangely intimate. It taps into that hazy, half-remembered dream quality that early 3D games often evoke, and it works very well in tandem with the narrative being told. The graphics don’t just serve as a throwback; they help instill feelings of unease, detachment, and even melancholic familiarity. These are tones that I think would have been lacking had the game gone in a more polished, contemporary direction. Whether this visual approach was a deliberate stylistic choice, a necessity due to budget constraints, or a mix of both, the result is something that enhances the experience massively. The limitations of the art style allow for creative choices that might have felt less impactful in a more conventional presentation. It’s not just about what’s shown on screen, but how it’s shown; it's about how the lo-fi visuals obscure details, leave room for interpretation, and make you feel like you’re exploring a corrupted memory rather than a straightforward game world. Music/Sound Design: The music and sound design are nothing short of exceptional. Just like every other aspect of the game, they are immersive, high quality, and serve their purpose masterfully. From the subtle atmospheric cues to the striking moments of tension, every sound feels deliberate and deeply integrated into the experience. The score enhances the game’s creepy yet contemplative mood, shifting seamlessly between moments of unease and introspection. I genuinely loved everything about the sound design, but if I had to point out one thing, it would be the lack of voice acting. That said, I wouldn’t even necessarily call it a gripe. I play a lot of games with non-English dialogue, so reading subtitles is second nature to me. Additionally, I personally feel that in this case, the decision to omit voice acting actually strengthens the game’s narrative. Without predefined vocal performances, there’s even more room for personal interpretation, which fits Mouthwashing perfectly. Still, I can’t help but wonder, had voice acting been included, how immersive could those performances have been? Bad voice acting would have absolutely detracted from the experience, but in the hands of the right performers, it certainly could have elevated the emotional weight even further. Ultimately, though, I just felt this was worth acknowledging. The silence speaks volumes, and I respect the choice the developers made. TL;DR: Mouthwashing might not have the most intricate gameplay mechanics, but its narrative is one absolutely worth experiencing. The game delivers a poignant and thought-provoking story that really sticks with you for a game with such a short runtime, making up for any simplicity in its mechanics. I wholeheartedly believe basically everything Mouthwashing aims to do is done not only efficiently, but immersively too. I highly recommend everyone to give Mouthwashing a try, but going into this game with an open mindset is the best thing anyone can do when playing, regardless of genre preferences.
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