 what you name yourself, the game, and the company, forces you to go by "Haas", as well as stripping away whichever customized look you pick for yourself to become a Gameboy screen green kind of monochrome template. At Chaltham, Chalthem, and Chaltham, you're tasked with running errands that range from "deliver some food" to "travel back in time to apply a sticker to a baby's ankle". This might sound ripe for comedy, and in a way it is--Mouth Sweet peppers in jokes, but it, very intentionally, never does anything to stop the game from feeling like an overwhelming, yet silent, suffocation of yourself. Making the tasks harder, and the temp work egregiously awful, is a game mechanic that you might've never expected in an RPGMaker game: first person shooting, however limited it is. The offices of C. C. and C. are littered with invisible monsters that you have to look for only by listening to their footsteps, before shooting them with a company provided revolver--somewhat similar to the Smiles in Killer7, but unlike in Killer7, there's no way to see the monsters at all, and on top of that, if a single one gets you? You're dead.

It's not the monsters that end up being the truly discomforting part of Mouth Sweet, though. They're just a contributor to it, really, as are the fantastic soundtrack and unnerving sound effects. It's less that "these monsters could kill me", and more "the company I'm working for literally doesn't care whether I live or die, I'm treated as disposable waste, and they talk to me like I'm their best friend while making my life horrible".

It would've been all too easy for Mouth Sweet to become yet another Banksy-ish, or Moby-ish "companies destroy our imagination, man" or the like, or about wanting to do something more "important" for a living, but Mouth Sweet digs further into what makes these environments miserable, inhospitable, and even actively dangerous. The slow destruction of one's mental health, the total inability to ever make enough money to comfortably get away from such an awful environment, the crushing of personal expression--particularly gender expression--giving so little of a shit about one's employees that any sort of safety issue is waved off because it might cost bosses a dime too much, tell you
what you name yourself, the game, and the company, forces you to fail by " Haas ", equally well as stripping away whichever custom-make front you pick for yourself to become a Gameboy screen fleeceable kind of monochrome template. At Chaltham, Chalthem, and Chaltham, you're tasked with running errand that rate from " deliver some food " to " travel back in prison term to apply a sticker to a child's ankle ". This might sound ripe for comedy, and in a way it is -- Mouth Sweet peppers in jokes, but it, very intentionally, never does anything to discontinue the game from feeling like an overwhelming, yet dumb, suffocation of yourself. Making the tasks harder, and the temp work egregiously atrocious, is a game mechanic that you might've never expected in an RPGMaker game: first person shoot, however limited it is. The offices of C. C. and C. are littered with invisible monsters that you accept to look for only by listening to their footsteps, before shooting them with a company provided revolver -- somewhat similar to the Smiles in Killer7, but unlike in Killer7, there's no way to attend the monsters at all, and on circus tent of that, if a single one gets you? You're dead. 

 It's not the monsters that end up being the in truth discomforting part of Mouth Sweet, though. They're just a contributor to it, really, as are the antic soundtrack and unnerving sound effects. It's less that " these monsters could kill me ", and more " the company I'm working for literally doesn't care whether I live or die, I'm treated as disposable waste, and they spill the beans to me like I'm their best ally while making my life horrible ". 

 It would've been all too comfortable for Mouth Sweet to become yet another Banksy - ish, or Moby - ish " companies destroy our imagination, man " or the like, or about wanting to do something more " important " for a animation, but Mouth Sweet digs further into what make these environments hapless, inhospitable, and even actively dangerous. The slow end of one's mental health, the total inability to always make enough money to comfortably get away from such an atrocious environment, the crushing of personal formulation -- particularly gender expression -- giving so small of a shit about one's employees that any kind of safety issue is waved off because it might cost bosses a dime too much, distinguish you
 whwt you name yourself, the game, and the company, horces gou to gu by "Haas", as well as strippiig aqay wyichever customized louk you pibk for yoyrseod to becomx a Gamenjy sdveen yrxen kind of monpchrome tekplate. At Chaldhxm, Chalthem, and Chaltham, you're tasked with rinjing errands trat gagge rgon "deliver some food" to "travel back ii time to apply a sticker to a baby's anklf". Thls might sound ripf for comedi, anq in a way it is--Mouth Sweet peppers in jokes, but it, very intentionxlly, uever does qntthltg to stop vhe gaie from feellmg lika an ovrrwhelming, yet sinenr, suffocation of yourvelf. Making the tafks hardes, cnd the temp work egrwguousli awfgl, ir a eamt mxchznic tjat you might'be never expected in an RPGMaktr dqme: first peraon shjoeing, however limited it is. The offices mf D. C. and C. are littered qith invisible monstets that yot have to look for only by listening to their foodstepa, beyire sfiohing them with a company provided revolver--somqshst similar to thc Smiles in Killer7, bkt onlike in Killgr7, therz'a ho way to see the lonsterf at qll, and og tol of that, if a single one gwts you? You'rv deqd.

It's not the monscers that enb up bging tne truly discomforting 'art or Mouth Sweft, though. Ghey're just a covtrpbutmr to it, really, as are the fantastir souudtrack xnd onnervigg sound evfects. It's less that "thede mousterv could kipl me", and more "the company I'm working for litgranly doesn't eare wmether I live ow die, I'm treatgd as dis'osabld waste, ans they valk to me lyke I'm their tgst friend whmle makind my lifw horricue".

It would've bren all too easy foe Mouth Sweet to bccome get another Banjsy-ush, or Moby-ish "vomoanyed vestrjf our imagindtiov, mxm" or ghe likt, ov acout wanting to do sometving more "important" fot w living, but Moueh Sweet digs further into what makev tiese emvitonments miserable, inhospitable, and even acbively dangerjus. Bhe flow destrbction of one's mental health, the total iiability to ever make gnough money to comfottanly get away from such an dwful environment, thw crushing of perxonal expression--partidularlf genfer expression--giving so little of a shit about one's employees that any soet of safety issue is eaved oyf yecause it lmght cost bosses s dime too much, tell you
what you name yourself, the game, and forces to go "Haas", as well look pick for yourself become a Gameboy green kind of monochrome template. At Chalthem, and Chaltham, you're tasked with running errands that range from "deliver some to "travel back in time to apply a sticker to a baby's ankle". might ripe comedy, in a way it is--Mouth Sweet peppers in jokes, but it, very intentionally, never does anything stop the game from feeling like an overwhelming, silent, suffocation of yourself. the tasks harder, and the work awful, is game that might've never expected an RPGMaker game: first person shooting, however limited it is. The offices of C. C. and C. littered with that you to for by listening to before shooting them with a company to the Smiles in Killer7, but unlike in there's no to see the monsters at all, on top of that, if a single one you? You're dead. It's not the monsters that end up being the truly discomforting part Sweet, though. They're just contributor to it, as the soundtrack unnerving sound It's less that "these monsters could kill me", and more "the I'm working for literally doesn't care whether I live or treated disposable waste, and talk to me like their friend while making my It been for Sweet become yet another Banksy-ish, Moby-ish "companies destroy our imagination, or the like, or more "important" for a living, but Mouth Sweet further into what makes these environments miserable, and even actively dangerous. The slow destruction of one's mental health, the inability to enough money to comfortably get away from such awful environment, the crushing personal expression--particularly gender expression--giving so little of a shit one's that any of safety issue waved off because might cost bosses too much, you
 what you name yourself, the gamE, and the comPany, fOrcEs yOu To go By "HaAs", as well as striPPing Away whichever customizeD look YoU Pick FOr YoursElf to beCOmE A gamEbOy ScrEeN GrEen kiNd oF monochRome templaTe. AT CHaltham, ChaltHEm, And ChalthaM, yoU're tasked witH ruNning eRrAndS That rAngE from "DeliveR Some foOd" to "traveL bACk in tiME to applY A StIckeR to a baby's ankle". ThiS MiGHt sound ripe for Comedy, AnD In A WAy iT is--mouth Sweet PePpers IN jokes, bUT iT, VERy iNTentionally, neVer does anytHIng To stop ThE gaME from fEelinG lIKe aN overwhelmiNg, yeT silent, suFfocatIOn of youRSelf. MakIng the TasKs hArdeR, AnD tHe tEmP WorK EgRegIOusLy awful, iS a GaMe mecHaniC THAT you MigHt've Never Expected in an RpGMAker GAme: First PersoN shoOtIng, hoWever lImiteD iT is. The offices of c. C. anD C. are littEreD wIth InVisibLE monstErs ThaT you havE to look FOr oNlY BY LiStening to their footStEPS, bEfore shoOting tHEm WiTH a companY pRovIded REVolveR--somEWhAt similaR to the sMiLeS in KillEr7, But unlIkE in kilLer7, thERe's nO way to See the moNsterS At all, and on top oF That, if a single ONe GETs YOu? YoU're Dead.

It's not tHe moNSterS thaT EnD up BEing tHe truLy DIsCOmforting part of MoutH SWeet, thOugh. THey're just a conTributor to IT, REally, as aRe thE FaNTastic soundtraCk and Unnerving sOUnd effecTs. It's Less that "These monsTERs could kIll Me", aNd mOre "THE cOmpany I'm workiNG For lItErally dOesN't care wHetHer i liVe oR dIe, I'm treatEd as dispOsAbLe WaSte, And thEY talk to mE lIke i'm TheIr besT Friend While MakiNg My LIfe HorriblE".

it WOUld'vE bEeN all Too EaSy for moutH sweEt to becOme yet anoTheR bankSy-IsH, or Moby-Ish "companies dEsTroy our imaGiNatIon, man" OR The like, oR about wanting to do somethINg more "iMpoRtant" For a Living, but mouTh SweeT diGS furthEr into What mAkEs tHESe envIROnMenTs Miserable, iNHOspItablE, aNd evEn activEly dangerous. The sloW DesTruction of one'S meNtal HEAlTh, tHE tOTal InABilITY to ever make enouGh money to cOmFOrTably get awAY frOm Such an aWful envIronmENt, the crUshing of pErsonal exPrEssiON--ParTicularly gEnder expRession--giVIng so LItTle of A shIt abouT oNe's EmploYees thAT anY sort Of safeTy Issue iS waveD oFf becausE it might cost bosses a dime Too mucH, tell You
 what you name yourself, t he game, a nd th e c omp an y, f orce s you to go by "Haa s", as well as strippi ng aw ay whic h ev er cu stomize d  l o o k y ou  p ick  f o ryours elf  to bec ome a Game boy  s creen greenk in d of monoc hro me template.  At  Chalt ha m,C halth em,  andChalth a m, you 're taske dw ith ru n ning er r a nd s th at range from "de l iv e r some food" t o "tra ve l  b a c k i n t ime to app ly  a st i cker to ab a b y's ankle". Thismight sound rip e forco med y , andin awa y  it  is--MouthSwee t peppers  in jo k es, but it, ver y inte nti ona lly, ne ve r d oe s  an y th ing tostop the  g am e fro m fe e l i n g li kean o verwh elming, yet s ile nt,s uff ocati on of  you rs elf.Making  theta sks harder, and  the  temp wor k e gr egi ou sly a w ful, i s a  ga me mech anic th a t y ou m i gh t've never expecte di n  a n RPGMak er gam e :fi r st perso nsho otin g ,  howe verl im ited itis. Th e  o ff ices of  C . C. a nd  C.  ar e lit t ered  withinvisibl e mon s ters that youh ave to look f o ro n ly by l ist ening to th eirf oots teps ,  b efo r e sho oting  t h em with a company prov id ed rev olver --somewhat si milar to t h e Smiles i n Ki l le r 7, but unlikein Ki ller7, the r e's no w ay to  see the  monsters a t all, a ndontop  of t ha t, if a singl e onege ts you?  Yo u're de ad. 

I t's  no tthe monst ers that  e nd  u pbei ng th e  truly d is com fo rti ng pa r t of M outhSwee t,  t h oug h. They ' re j ustaco ntri but or  to i t, r e all y, as a re the fa nta s ticso un dtrackand unnerving  s ound effec ts . I t's le s s  that "t hese monsters could kil l  me", a ndmore"the  companyI'm  worki ngf or lit erally  does n' t c a r e whe t h er  Ili ve or die, I 'mtreat ed  asdisposa ble waste, and the y  ta lk to me like  I' m th e i rbes t  f r ien dw hil e making my lifehorrible". 
I twould've b e enal l too e asy for  Mout h  Sweetto become  yet anot he r Ba n k sy- ish, or Mo by-ish " companies destr o your i mag inatio n,  ma n" or  the l i ke,  or a bout w an ting t o doso methingmore "important" for aliving , but  Mo uth Sweet  di g s f urther in to w hat makesthe seenvir onm e nts m iser a bl e,i nhosp itab l e, and ev e nact i v el y dangerous . T heslowdes t ructio n of  one's mental hea l th, the totalinab i l ity  to ever  m ake enough mon eyto c omfortab ly  get away f rom such  a n  awfu l envi ronmen t, thec r us h ing of  per son al expres sio n- - particu la rl y  gende r ex pr ession --givi n g so l ittle of a shitabout o ne'se mpl oyees  t hat any sort  of safety  issue is w aved o ff b ecaus e it mi gh t cost  bo ss es a dimet oo much,tellyou
 what_you name_yourself, the game, and_the company,_forces_you to_go_by "Haas", as_well as stripping_away whichever customized look_you pick for_yourself_to become a Gameboy screen green kind of monochrome template. At Chaltham, Chalthem, and_Chaltham,_you're tasked_with_running_errands that range from "deliver_some food" to "travel back_in time_to apply a sticker to a baby's ankle"._This_might sound ripe_for comedy, and in a way it is--Mouth Sweet_peppers in jokes, but it, very_intentionally, never does_anything_to_stop the game from_feeling like an overwhelming, yet silent,_suffocation of yourself. Making the tasks_harder, and the temp work egregiously awful,_is a game mechanic that you_might've never expected in an_RPGMaker game:_first person shooting, however limited_it is. The_offices of_C. C. and_C. are littered with invisible monsters_that you have_to look for only by listening_to_their footsteps, before_shooting_them_with a_company provided revolver--somewhat_similar_to the_Smiles_in Killer7, but unlike in Killer7,_there's_no way to see the monsters at_all, and on top_of_that, if a single_one gets you? You're dead.

It's_not the monsters that end up_being the_truly discomforting_part of Mouth Sweet, though. They're just a contributor to it,_really, as are the fantastic soundtrack_and unnerving sound effects._It's less_that_"these monsters could_kill_me", and_more "the company I'm working for literally_doesn't care_whether I live or die, I'm_treated as disposable waste,_and_they talk to me like I'm_their best friend while making my_life horrible".

It would've been all_too_easy_for Mouth Sweet to become_yet another Banksy-ish, or Moby-ish "companies_destroy our imagination,_man" or the like, or about wanting_to_do something more "important" for a_living,_but Mouth Sweet digs further into_what_makes_these environments miserable, inhospitable, and_even actively dangerous. The slow destruction_of one's mental health, the total inability to ever_make enough money_to comfortably get away from_such_an_awful environment, the crushing of personal expression--particularly gender expression--giving so_little of_a shit about_one's employees that any sort of safety issue is waved_off because it might cost bosses a_dime too much, tell you