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Mar 26, 2012 | 10:47 AM EDT
  • Daily 4th Place March 27, 2012

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Author Comments

The Director's Cut version of RAPTUS has been released for the International Day for the elimination of violence against women. Find out more at www.raptusgame.com

RAPTUS is an experimental INTERACTIVE FICTION that explores the concepts of Love and Death. What are you going to do with your own Guiltiness?
---
{ DESCRIPTION }
Can a single mistake destroy everything that you have?
How far would you go, to make up for your sins?
Love is a one-way street. Just like Death.

{ CONTROLS }
Mouse to bend character will.
Arrows to make him decide.
The illusion of free will.

Reviews


Tink1994Tink1994

Rated 2 / 5 stars

that.. was horrofying.. ._.



scarletstalkerscarletstalker

Rated 2 / 5 stars

It wasn't really my taste. It seemed more like a movie than a game, the graphics were alright but I didn't really like the clicking.


AlanZucconi responds:

I'm sorry that you didn't like RAPTUS, but I guess that you highlight its major feature: it's not a real game. At least, not in the "conventional" way. RAPTUS is an interactive fiction.
Its purpose is not "to be played", but to deliver a message. People who play it expecting to play a game, will be indeed very disappointed.


Pmac268Pmac268

Rated 2 / 5 stars

WTF? Seriously, what is this story about?



KodoPuppyKodoPuppy

Rated 2 / 5 stars

I'll give you points for visuals and music. The retro style was pretty good and I did like the music at the beginning, when it didn't grate on me when I went for the second ending. However on points of the goals you were trying to achieve with this, the story, and the game play in its self, despite being an interactive fiction, I can't give you much.

Like others have probably said the game play is slow and under minds everything. I get that this suppose to be slow paced and psychological but when I yawn during your game it's a bad sign. Games and fiction are supposed to keep the player/reader interested and awake, this did not. At first I was interested, that's true, but that's more dude to the music and the visuals that the interactive story bit or even the story itself.

The premise was okay and, while I don't think he was an outright rapist just a dude with a serious mental illness, the idea that he had no choice but to do what he did falls flat with me. There were a lot of things that could have been done to prevent her murder. Especially since the girl recognized there was something wrong. "I feel eyes on us when we're together." and "I don't like the way he looks at me." are two huge red flags that she seems just to ignore. Either one of them could have gotten help, could have confided in each other or friends and family. He could have easily told her about the voices, fought them down and fought the urge to hurt her if he truly loved her. Even after the murder the fact that he doesn't kill himself doesn't mean that he has to walk away scot-free. He could easily gone to the police and confessed, he could have easily confided in someone else, or killed himself later on. I can easily see things going differently and it kind of upsets me that you went with the most sophomoric, emo ideas/endings.

I get the idea that you're trying to present here, that love and death are easily intertwined, can get ahead of us, leading us down paths that seem even in hindsight inescapable, inevitable. But it's also a premise that has been explored many, many times over and you really haven't added anything new. All you've done is allow the audience to click to progress a story that would have otherwise been overlooked.

Take away the visuals, the music, and the interaction via the mouse clicking and the story is unremarkable, it doesn't stand out in the slightest from stories written by teenagers. I know I might sound a little mean, rude perhaps, but this is my honest opinion. Take a step back, really look at it and may you'll see what I see. Or maybe not. It's just may opinion after all.


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whensallymetsallywhensallymetsally

Rated 2 / 5 stars

So dude meets a random chick, goes back to her place, and tries to rape her, and kills her. Then disposses of the body and possibly kills himself...
I'm wondering how people have come to the conclusion that this game is deep or emotional. Why? Because it involves a warped idea of love? Some rape and murder? I mean, the idea ain't bad, but it's executed horrendously. What little gameplay there is, is so slow and drawn out, as is everything that happens in it... making up for legitimate length of story.
I mean, I really do struggle to see what you were trying to do, if anything. Make a rapist a sympathetic character? Sorry, don't think so. Mess with our perception of a character? Sorry, we didn't spend nearly enough time with the character before that happened. Come up with a deep and moving game? Whilst moving is rather subjective, the only way depth could be got from it would be from people overanalysing every fraction of it, but that's true for literally every game.
So, yeah, not bad in the sense that I have a negative reaction to it, just bad in that I can't see the merits in it. On top of that, it's one of those gamrs that comes across as vexingly pretentious. If I were to give you one piece of advice when it came to these sorts of games, I'd tell you to play "The Company of Myself" and learn a thing or two from it.


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