The Roots of Am Madness


"Am Madness" is a narrative/PC game that delves into the realm of mental health. Its “Normal” and “Easy” endings leave players with the unsettling realization that even after completing the game, the madness will never truly depart. The Madness ending conveys the same message, with the added grim twist that the madness will only intensify, offering no escape. And then there's the “True Ending”. In this conclusion, the player is left with no other means of escape but to contemplate suicide, a disturbing but conclusive end to the tumultuous journey. 

Is "Am Madness" a depressing game? Only if you grasp the underlying message. There's no way to triumph over the encroaching madness. However, it's worth noting that beneath its retro aesthetic and platforming gameplay, the game's meaning can be easily overlooked, allowing it to be enjoyed as a straightforward platformer. In the latter part of the game, the player's inner demons and mental health issues plead with them not to break free, with whispers of, "Please, do not leave me." This reflects the internal struggle of the player who finds it challenging to let go of the familiarity of their madness, as it has become their comfort zone. 

The game's enemies are not true adversaries but rather manifestations of the player's self-created fears and unwarranted paranoia. These adversaries never actively engage the player and are merely obstacles to be skillfully avoided. As players advance through the game on Easy and Normal modes, they gain increasingly powerful defensive mechanisms against their fears and "enemies." In contrast to the easily breakable shield of Easy mode, players can utilize a more versatile shield against madness and fears, which can be activated at will. They can also encounter past echoes that provide extra chances or "lives" to navigate their fears. Once the player overcomes the madness mode and "wins," they unlock access to the True Ending. This ending can be reached by scaling a tree from the player's childhood, a tree that holds personal significance. 

This ultimate conclusion grants the player definitive peace, an escape from the madness, and, in a metaphorical sense, a form of release. It's a morbid tale, admittedly, but it's embedded within a video game, enabling players to explore the story without directly confronting its heavy themes. This narrative reflects the personal story that I wanted to share, though I'm uncertain if it was appropriate to do so. Nevertheless, "Am Madness" remains, at its core, a simple PC platformer game. Why does the player grapple with these mental health issues? The backstory unfolds within a hidden screen in the game, activated by pressing "S" during an alternative title screen displaying "Ma Sadness" instead of "Am Madness." In short, the player was once a spirited and challenging child, which proved difficult for their mother, who herself struggled with mental health problems. As a desperate measure, the mother decided to administer medication to the child, believing it would pacify their unruly behavior. Unfortunately, this decision had unforeseen consequences. The combination of medications and witnessing their mother's suicide left a lasting and deeply negative impact on the child. Over time, the child developed a coping mechanism to shield themselves from their inner demons and fears. However, as they matured, their ability to rely on their childhood imagination diminished, and their madness evolved into something more insidious and unmanageable. 

The story of "Am Madness" & “Ma Sadness” represents just one narrative thread in a complex tapestry. It's my personal interpretation of the concept of madness, and I acknowledge that others might perceive it differently or not at all. I did not entirely control the creation of the game; I consider myself a vessel through which this story was conveyed. Throughout the game, you'll find cryptic references to my personal struggles, not all of which I expect players to notice or comprehend. These references are simply a part of the story that I felt compelled to tell.

 

Peace and Happiness be yours. James

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