September 26, 2025
Save yourselves!
Roberta Williams, one of my favorite video game designers, broke new ground by creating an FMV (Full-Motion Video) horror blockbuster that had never been seen before in the industry.
Phantasmagoria is a mysterious and intriguing adventure, at times unsettling and downright disturbing.
It was a controversial game due to certain scenes, banned in Australia, and even released with an option to censor it using a password.
Phantasmagoria is a game full of personality and, even today (2025), it remains highly enjoyable, though definitely not for everyone.
The game gives you control very quickly: after a short intro and a simple premise, it lets you explore the environment, learn the controls, and provides all the tools you need to enjoy the experience without any unnecessary explanations.
The ability to skip video scenes whenever you want. Often, you’ll want to skip through the walking animations, for example.
How much we empathize with our beloved protagonist, Adrienne Delaney, someone who, even when everything is against her, shows infinite patience and never gives up, fighting to the very end.
All the little details that, while not advancing the story, add atmosphere and charm:
The fact that the game is divided into chapters:
The game’s overall pace is quite relaxed, allowing you to explore at your own rhythm without pressure (except in the final chapter).
I love that the final chapter is so different from the rest; it feels like a brilliant way to conclude the game.
The UI, while initially a bit confusing (that “Eye”!), is something I like for being so minimalist and easy to use.
The CGI of the final enemy pulled me out of the story a bit. I would have preferred something done more traditionally, though it’s understandable that at the time they wanted to innovate.
Although I enjoyed the game, there are a few isolated scenes that struck me as unnecessarily gratuitous in their violence. I believe the horror could have been achieved without being so explicit.
Some interactive areas, where you can click to interact with the game, are too close together, making it easy to miss an item because it feels like just one clickable spot (for example: the bone for the soup and the information sign).
I would have loved it if, when hovering over items in the inventory, their names were displayed somewhere in the UI.