A point and click adventure with Corpus Inedia: Hopeless Situation Scientist (+18)

* This title has a +18 rating with content consisting of sex, drugs & other potentially offensive content. Parts of this interview may contain conversation talking about such topics. *

1487967830_preview_VladimirPortrait_03.pngAndrei Pi is back at it again, and this time it’s a dark and controversial point & click adventure/puzzle game. Corpus Inedia: Hopeless Situation Scientist puts the player in the perspective of Vladimir, a scientist with a knack for running his tests and experiments on the scum of the Earth. Spiraling deeper and deeper into this twisted story, the players can choose different options, ultimately leading to alternate endings and outcomes. Taking a sinister approach to a traditional game style while pushing the boundaries of political correctness, Corpus Inedia: Hopeless Situation Scientist goes to show that ingenuity is only a click away. Here is Super Game Reviews’ sit down with Andrei.

SGR – What was the inspiration behind the protagonist and his back story? How will we see the effects of this as the game progresses and draws to a conclusion? 

Pi – Vladimir was created by his background, which was formed using a mix of history, imagination, and experience. During the Communist period, given the right setting, it was very easy to get your life pretty much screwed. I started thinking of a rich couple, rich was illegal back then so it made sense. I’m not into politics so there are not many references to it in the game, otherwise, the couple would have been vocally against the regime, again a huge crime which would get your fate sealed…literally.

Romania was in dire need of basically anything, the best paying job was smuggling. The couple then, I figured, was set to smuggle goods from neighboring countries such as Hungary, since it was the most developed one around Romania’s border. The couple had to be set in Transylvania then. They refused to give up their fortune, by denying they have one and stashed it away (a common thing actually back then). They were sent to jail and this spoiled brat inherited everything. I figured that a teenager who’s so rich but can’t buy much (there weren’t things to buy back then) can very well resort to other activities to make his life less miserable. However, this also made him quite clever. And so it goes on, starting from a grain of information extrapolated into a story of 12.000 words, which is not even half-finished yet.

As the game draws to an end, the player uncovers more of what Vladimir actually really is. Whatever choices he made during the game shapes the main character, for the good or bad.


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SGR – I feel it would be safe to say that with a point & click title, story and content are going to be important factors. With Vladimir’s history already providing an interesting story and background, how do you intend to keep the momentum of interest growing throughout this title?

Pi – The story is indeed huge, and I’m having a hard time implementing everything. I hate games that offer the player fake choices. Every decision made here modifies the outcome. Starting from having a different item in your inventory to choosing how you will die, in some cases. Keeping momentum is tricky: start off too slow and people might get bored and close the game, go too strong and there’s no more interesting content later on.

The final goal – and I’m saying this without revealing anything 😉 – is to find out what the hell is happening in Vladimir’s house. Each scene uncovers a part of that struggle and combining violence, kinky and my zealous’ artist’s skill I think can turn out to be a quite entertaining experience. I mean I told her to make me a dildo and look what the heck she did


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SGR – Corpus Inedia: Hopeless Situation Scientist not only pushes the boundaries of offensive and controversial topics (such as substance abuse, sexual conduct & anti-feminism) but also how in-depth a point and click game can achieve. We see many different and humorous interactions with several actual full-length books found sprinkled within the content. What was your motive to take this route? How will this affect the overall atmosphere of the game?

Pi – I tried creating a small world where the player won’t feel like he has a checklist to do. If he wants to finish the game then yeah, there are a few paths he can choose from to eventually get to the bottom of … whatever is that’s happening (no spoilers here 😛 )

If he wants to do something else for a change he can go around and do these miscellaneous things like he would in a sandbox game. This adds to the list of activities so that once the game’s finished he can still go back and read whatever is left of the prostitute’s journal. Or maybe he’d rather electrocute himself a bit while he’s high on weed. Funny thing, different interactions become available depending on the character’s state. If he’s drunk or high, he might think that inhaling some bug spray sounds good.

TLDR: it’s all down to a number of activities the player can do in order for the game to be immersive.

If you can see it, you can probably do something relevant with it.




SGR – A lot of Vladimir’s story comes from direct relations to actual events, is his creation of the virus which infects the world and another one of his creations, the antidotes being sold at outrageous prices, a metaphor for real World events as well? How much of a correlation to the past/present can we expect to see?

Pi – The virus and antidote are the only things in the game which can’t be proven they were real, at a smaller scale, maybe in a different place (Ukraine for example). So apart from that mysterious element and its effects on a bigger scale than the usual chemical attacks happening nowadays, everything is based on facts and probably the extrapolation of their impact on the world.

What you won’t see is this pop culture crap, like Trump and Putin and their take on this virus. That would be … disgusting :slight_smile:


SGR – With this being a current work-in-progress, are there any elements or game mechanics that you would like to see implemented before it’s developed that weren’t mentioned? Any last comments you would like to include before we end?

Pi – I have quite a lot planned but I can’t share too much information on that. I’d hate to make promises and then not manage to keep them due to implementation or time issues. I would like to try – which doesn’t mean it will be added to the game – a rather decent phone system where the character can call different people with the numbers he discovers throughout his house. Another mechanic which I’ve already added and seems rather solid is a drunk/high state where “braver” interactions are available. There’s probably gonna be lock picking as well.

Corpus Inedia: Hopeless Situation Scientist is currently a work-in-progress by Andrei Pi, Elin Pettersson (Graphic Artist) and Alexei Ryan (the voice of Vladimir). As mentioned, there are several actual novels within this title that are currently in the progress of publication as well. Stay tuned for future news regarding development and more from Super Game Reviews!

To see another project from Pi, be sure to check out his work on Black Hole Bobby with our last interview covering it here. Also check out Black Hole Bobby‘s Greenlight page here and see what everyone has to say about it!

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