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KILL THE WITCH
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Today is Brian Pasternack's first day on the job at Sintracorp, one of the world's most prestigious and respected MegaCorps. Brian is quite a tad nervous, especially since his status as a Class G means that he's not exactly "wealthy" or "sophisticated" like the others at the company. But that's okay - with some help from his coworkers and a little bit of determination, Brian can easily tackle his first day on the job.

Unfortunately, his first task is to kill a nigh-immortal Witch haunting the company.

Yuppie Psycho is a business-themed survival horror game, released on April 25, 2019. The story follows Brian as he makes his way through Sintracorp, which has transformed from a normal office building into an utter nightmare. Dodging mutant monsters, dangerous obstacles, and his own incompetent coworkers, Brian must find and kill the Witch to fulfill his contract work all before home time. The gameplay is a top-down adventure game with strong puzzle elements - Brian must outwit his enemies rather than defeat them, and the game often places a lot of focus on using your head to solve puzzles.

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The game is currently available on GOG.com and Steam.


This game contains the following tropes:

  • And I Must Scream: Those caught in the witch's curse at endgame. Particularly Brian if he loses all five of his senses in the endgame.
    • Inferred with Rei after Domori used her magic to switch their bodies and then disappeared. Domori is mute and cannot speak, thus Rei in her body was unable to tell anyone what had happened or who she was before they burned her alive.
  • Animal Motifs: Certain key characters are associated with different animals. Hugo is associated with Frogs, Corvo is associated with avians, like Owls (and his name means "raven" in Italian), Sintra has a subtle snake theme, among others. Brian doesn't have an animal motif, notably. Instead, he's associated with The Devil, donning the Devil costume to get into the 9th floor Gallery, as well as having his reflection change to this if you show Witch paper to the 5th floor washroom mirrors. This is especially weird since the Devil is the one who supposedly built the Sintra androids, with one head even referring to him as "Daddy" when he appears in front of her.
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  • Back from the Dead: A rather complicated version with Rei Sintra. Due to Domori's familiar switching Domori and Rei's bodies and then placing Domori in Rei's body in a crystal, Rei's body never died. The Sintra family then killed Rei's consciousness in Domori's body due to Domori's magic going crazy and killed her to protect their company. The family then made an Ai based on Rei's memories named Sintra. Brian is able to revive Rei's memories in Sintra and later frees Domori who later gives Rei her body back, fully reviving her.
  • Benevolent A.I.: Sintra. She serves as a task giver and offers guidance and information on what Brian needs to do next.
  • Big Bad: The Witch, of course, whose magical influence is turning the company into her personal menagerie. As things progress, however, it becomes clear that it was the Witch's familiar, the Snake, who's really causing the problems in the company, and that the Witch is actually innocent.
  • Big Damn Heroes: Mr. Marshall, the head of Sintracorp employees' labor union, saves Brian just as the Witch is about to kill him in the elevator.
  • Chekhov's Gun: After retrieving the Hexenhammer, mention is made of a special weapon that can kill the Witch and ward her off from whomever has it.
  • Chronic Backstabbing Disorder: Hugo. There's a good reason everyone in the company hates him.
  • Cloudcuckoolander: Several characters count, like Sosa or Mappy, but the biggest one is Colonel Durmont, a guy who goes around the offices wearing a Napoleonic officer uniform and riding a freaking horse. All other characters acknowledge the man is not all right in the head.
  • Con Man: Hugo. It turns out that's not even his real name.
  • Cooldown Hug: What Brian gives to Sintra/Rei after bringing her back to life and she starts to glitch uncontrollably from the trauma of her memories.
  • Creepy Good:
    • Sosa, despite being a gaunt and strange-looking weirdo, is one of Brian's genuine friends within the company. She's cooperative, helpful, and very much wants to see Brian make it through the day. Her Nice Girl nature is so strong that Brian admits he's a Witch Hunter to her fairly quickly, to which she immediately nominates herself as his assistant (partially because he needs the help, partially because she's interested in the paranormal).
    • The Forest Goblin, a strange man with no eyes and a beard so big it covers his whole body. He looks freaky, but he sells Witch Papers and grants you special contracts that can make the endgame much, much easier.
  • Cyber Punk: The game has very light shades of this, as the outside world is implied to be a sort of corporate-run Dystopia. Android technology has advanced incredibly far along in this timeline, and people are marked by their Class, with different classes being given benefits over others. It mixes this with Western supernatural influences and later Eastern ones for a very strange atmosphere.
  • Crystal Prison: The actual witch, Domori is sealed in one of these by her snake familiar.
  • Darkest Hour: The aftermath of Hugo's surprise party. The Witch now knows Brian is a Hunter, all of his friends have been taken by the Witch, Hugo is revealed to be in league with the Witch, Sintra is dead, Brian still hasn't found the Dagger (the only weapon that can hurt the Witch), and if you haven't completed the A.M. sidequest before the party, you still have no leads on the Witch's identity. Thankfully, the key Doshi gave Brian to the I.T. department's back room gives him the leads he needs to get his mission back on track.
  • Dead Person Impersonation: Hugo got his identity by looting the ID card of a dead employee that had a physical resemblance to him.
  • Despair Event Horizon: The aftermath of Hugo's surprise party. With your mission all but failed, loads of people murdered right in front of you, and all of your friends taken by the Witch and presumably dead or enthralled, and Hugo declared the new CEO who will certainly continue to enable the Witch's Curse, Brian gets the opportunity to end his mission and flee to safety. Taking the opportunity nets you one of the Multiple Endings.
  • The Determinator: Brian. It's his first day at a job he knew nothing about coming in, and he makes it quite clear he doesn't want to be there. But as time goes on, he seems to be the main person if not the only one willing or able to try to continue to deal with the Witch. His co-workers are limited help and even Sintra stops caring at some point. Then at the endgame, everything goes wrong and he's given the opportunity to escape. The way to the Golden Ending is for him to keep trying regardless, and an interesting discussion takes place that even questions what drives him.
  • The Dog Was the Mastermind: The necklace/familiar of Sintracorp founder's adoptive daughter was the Witch.
  • Driven to Madness: What tends to happen to the employees who stick around too long.
  • Driven to Suicide: Sosa mentions that many people jump off the roof to escape the building, unable to handle the stress of the place in addition to the monsters within. This becomes Hugo's fate if you manage to thoroughly humiliate him by not only re-instating Rei as the CEO of Sintracorp, but also swiping the Athame Dagger from beneath his very nose.
  • Easy Level Trick: Once the lategame starts, the player is mostly free to complete two separate objectives, as well as one optional one: finding Hugo, rebuilding Sitra, and finding your friends. While rebuilding Sitra is straightforward, and Hugo is found in the top floor executive suite, one can make the optional task of locating your friends much easier by swiping Athame from under Hugo's watch by sneaking into his office and distracting him long enough to take it. Using Athame instead of the plastic knife makes it so that you don't need to guess who is who when freeing a bound soul, allowing the player to complete the sidequest much quicker and easier.
    • The Forest Goblin offers special contracts if you bring him products that feature barcodes. These contracts will make you immune to poisonous gas and let you breathe underwater, making what would be the two most difficult levels of the game to navigate (one of which being the endgame) MUCH easier.
  • Eldritch Location: Sintracorp has been slowly morphed into one of these over the years. While it looks perfectly normal on the outside, on the inside it's been rotted away and corrupted. For starters:
    • Once you use the Witch paper for anything, and keep in mind these things are everywhere, your soul becomes bound to the company and keeps you inside the building forever. One of the first things Brian does as part of his initiation is use Witch paper to bind his soul to the building, thus trapping him there until he's legally let go. Which, considering there's no bosses AND no CEO, is never. Unless he completes his contract...
    • The first three floors are somewhat normal. The canteen on the first floor is normal, and the second floor residences are okay as well, but poorly-lit, packed with wandering workers, has a a strange initiation ceremony to be promoted, and contains a massive pool of poisonous gas. Floor three is security and I.T, which are both normal.
    • Floors four through six are where it gets weird. Floor four is the Hive, the basic work area for normal employees, but the place has completely deteriorated and is rotting. The lights are off, the workers have become feral husks of their former selves, Human Resources is literally staffed by monsters and there's a roaming monstrous printer called the Dot Matrix that kills anything that moves. Most of the floor is also covered in a toxic gas coming from the pool in the second floor. The fifth floor is a normal office space for higher-up employees and serves as your Hub Level, but contains a coworker who went mad and locked himself in Office D, where he went crazy and killed everyone. Floor six is off-limits.
    • Floor seven through ten are incredibly strange. Floor seven is a library and archive room, replete with massive shelves of books. Floor eight is a garden in-doors, being a park-like area that also contains the bodies of the Sintra family. Floor nine is the "Executive Suite", locked to all lower class employees. This is because it's a downright horrific art gallery of extremely disturbing works of art by real-life surreal-horror artist Suguru Tanaka. It's staffed by two monstrous Receptionists with no faces, and contains the severed head of the first Sintra android. Mr. Spader spends most of his time there, but he's an okay guy. Floor ten is the CEO's office, which has been vacant for years.
  • Entitled Bastard: Chapman believing that due to his wealth and money that he deserves everything.
  • Eye Scream: Sosa at the Birthday Party. And then later Brian if the player chooses to let one of the snakes bite his eyes during the Endgame.
  • False Friend: Hugo is a self-serving Jerkass who wants to become the new CEO, and will attempt to kill anyone who gets in his way.
  • First Day from Hell: It's literally Brian's first day and he's subjected to creepy happenings, trauma, and a near death experience before he even learns what his job is supposed to be! His job turns out to be to kill the Witch responsible for the aforementioned events and everything else going wrong in the company.
  • Foreshadowing: During Brian's trip through the Hive, he's forced to head into Human Resources. While there, he outwits a mysterious talking mouth embedded in the wall into giving him a photograph, and a while later remarks that it's like he was talking directly to the Witch. As it turns out, he likely was. The Mouth has the same green forked tongue that the Snake has, as well as the same whispering voice.
    • One of Corvo's notes to his companions references a "tadpole" whom has been helping him in attempting to hunt down the Witch. There's only one person running around the building in a frog mask.
    • The Athame is a weapon mentioned to be one of the only things capable of killing the Witch. It is also specifically noted to be capable of warding Witches away from whoever has it. It's also specifically noted that there are no bosses as the Witch will take out anyone next in line to take over as well as anyone who has been in the company long enough. Yet somehow Hugo is set to become the next CEO due to seniority at the company...
  • From Nobody to Nightmare: Hugo, who went from being a nameless R-class janitor to becoming the Witch's right hand man and Sintracorp CEO.
  • Fun with Acronyms: Sintracorp's labor union is called the United Sintracorp Syndicate Revolutionaries, or U.S.S.R.
  • Golden Ending: Saving all your work friends from the Witch and getting Rei back as the head of the company results in a positive ending for everyone - except Hugo, who is Driven to Suicide. However, he's been such an utter monster that it's unlikely anyone will mourn his demise.
  • Grand Theft Me: It turns out this is what happened to the missing Rei Sintra when Domori used her power to swap their bodies. This resulted in the tragedy of the Sintra family as "Rei" went missing and "Domori" was blamed and eventually killed after things started going wrong.
  • Greater-Scope Villain: If the Snake is the main threat, then Hugo is either this or The Dragon. While Hugo doesn't answer directly to the Witch, he takes advantage of the awful situation the company finds itself in to position himself as the new CEO.
  • Guide Dang It!: It can be difficult to find out puzzle solutions without looking some of them up. For example, in order to gain access to the Sitra family crypt you need sleeping pills, which are only given out from one of your co-workers on the fifth floor, in a room you may not visit much.
    • It's one of the points of Chapman's side quest. You have to take the promotion test for him, but as he himself states, they don't tell you the rules other than that you will be disqualified if you leave the circle for more than 3 seconds. It then leaves you to try to avoid damage from the workers with boxes for heads coming at you one at a time. Staying in the circle the full time until the announcement will result in failing the promotion exam and nobody tells you how to actually pass. It turns out you have to interact with 5 of the workers that enter the circle to get them to like you before the time ends. You'll know you did it when the person has a heart above their head, but this only works for the ones not crossing diagonally.
  • Hyperactive Metabolism: Health is regained by eating/drinking.
  • I Choose to Stay: Kate, if she's rescued at the end, decides to keep working at Sintracorp. Brian too, if he chooses to go with her to the rooftop.
  • Inside a Computer System: Sintranet.
  • Item Crafting: To an extent, certain ingredients can be combined to make food items that restore much more health.
  • Jerkass: Chapman. Though he does Take A Level In Kindness if Brian saves him.
  • Living Motion Detector: The Dot Matrix. A few people will give warnings ahead of time that trying to run when one of those things is around is a very bad idea.
  • Luminescent Blush: Brian get a whole head verison after Kate kisses him on the cheek.
  • Mechanical Monster: The Dot Matrix. Everyone is terrified of it, and with good reason.
  • Merging Mistake: What the Witch does to Col. Dumont and his horse, Dada.
  • Nice Girl: Kate.
  • Offing the Offspring: The Sintra family killed Domori after Rei disappeared due to her magic going crazy not knowing their daughters swapped bodies thus they actually killed Rei.
  • Permanently Missable Content: Once the events of the birthday party take place. It will be impossible to backtrack and obtain items or videos that were missed. The 4th, 7th, and 8th floors are blocked off. Almost all coworkers are dead or missing. The elevator is unusable. The stores manned by Inay and Mappy will be gone, though it is still possible to use the food dispensers and machines in the canteen. Chapman's side quest of getting him promoted will no longer be available, meaning you won't get the cigarette carton and the water-breathing contract if you miss it. And if you don't have at least 3 boxes to reach the vent in Brian's office, you will be unable to rescue Sosa. The party event will happen automatically when you get on the elevator after checking the Sintra family tomb, so make sure to do everything before then.
  • Personal Horror: Brian. He just has an all around very bad first day.
  • Person of Mass Destruction: The Witch and technically Domori
  • Point of No Return: Once you put Sintra back together and have her lead you to the witch.
  • Poor Communication Kills: What sets off the entire mess of events at Sintracorp.
    • Also literally with the Marketing Team. You have to get them back to their designated area, but you have to give each one a specific slogan to convince them to follow you. Choosing the wrong one will cause them to attack you.
  • Red Eyes, Take Warning: Slight subversion, while she's not truly evil, Domori's eyes are red and are shown to remain as such even when she's in Rei's body.
    • In addition, while it's difficult to tell due to the red filter, the body swap is hinted at as Domori's eyes are shown to be green in AM's flashback. First in the picture after Rei disappears, they're shown turning green. Then in the next images when it shows "Domori" being hysterical (actually due to the body swap rather than "Rei" going missing) and later being killed.
  • Red Herring: One of the initial clues about the Witch's identity is that she must be female and several different people hint that she may be one of Brian's coworkers. There is even a photo Brian has to get that is claimed to be of Her. The true evil is actually Domori's snake familiar who previously appeared as a necklace around Domori's neck. Other than the picture and A.M.'s flashback, there is no indicator of her and nothing that suggests this could be the case before the big reveal.
  • Screw This, I'm Outta Here!: A couple of the game's endings.
    • At the start of the game, you can refuse to sign the contract and simply walk away without even accepting the job.
    • Once you meet Hugo as the new Sintracorp CEO, he will fire you and give you a dismissal letter, which allows you to leave the building.
  • Schmuck Bait: The Mouth in Human Resources will try to trick Brian into getting closer to it. Yeah, don't do that.
  • Ship Tease: Some with Brian and Kate. Due to Brian helping her with her work, she promises to get coffee with him and after dealing with the Dot Matrix, Brian does his best to convince Kate to leave the company with him until Colonel Durmont interrupts. Kate keeps looking around for Brian when setting up Hugo's surprise birthday party and during said party she kisses him on the cheek which give Brian a whole head Luminescent Blush.
  • Shout-Out:
    • There's a grave that references The Count Lucanor.
    • To enter the gallery in floor 9, you must present yourself as a man of wealth and taste.
    • One of the marketing employees you have to herd in floor 4 quotes "Hawaii, Bombay, it's a paradise", which is taken from a song by Mecano, a popular band in Spain during the 80's.
  • Shrine to the Fallen: There are three altars to A.M. in the building. Donating 5 credits lights the altar and having all three lit before checking Rei Sintra's grave will allow A.M. to appear and give more information on the Sintra family that wouldn't be revealed otherwise.
  • Signature Sound Effect: The Witch's whispering. This almost always heralds her appearance, and becomes increasingly frequent towards the end of the game.
    Brriiiiiaaannnnn...
    • The horrible croaking sound of your workmates bound souls, which is incredibly loud and is meant to help you find them.
  • Spooky Painting: The gallery on the 9th floor. One of the paintings even damages you when you inspect it.
  • Super Spit: The ladies in HR...
  • Survival Horror: The game is one of these, and is decidedly more oldschool about it. The game borrows heavily from Resident Evil in both layout and design, even taking the you need an item to save mechanic straight from that game. Despite this, the game modernizes some aspects to ease up on backtracking - there are no item boxes (because Brian carries everything in his suitcase), and checkpoints are fairly plentiful. There's also no weaponry.
  • Ten-Second Flashlight: The flashlight consumes batteries to work. Later on, a lantern can be obtained that offers better range of light but eats up batteries twice as fast.
  • The Pen Is Mightier: Pencils are literally the only way of permanently dealing with the regenerating land mines.
  • Unfazed Everyman: Kate. Like Brian, Kate is also starting her first day. But while Brian is quite understandably panicking at all the strangeness in Sintracorp, Kate is fully aware of how abnormal things are but has found ways to manage and keep working. Despite the circumstances, even after she's rescued in the Golden Ending, she still chooses to continue working there and doesn't seem at all traumatized from the experience.
  • Villainous Underdog: Hugo, who supposedly originated from Class R where they are given numbers instead of names.
  • Wham Episode: Hugo's Birthday, where he reveals Brian's existence as a Witch Hunter, immediately drawing her to Brian in an attempt to kill him. She also takes your work friends hostage here, bandaging their souls up and requiring you to hunt them down to save them.
  • You Have Researched Breathing: You cannot hide under tables or inside cupboards until Kate tells you how to do so in the Hive.
  • Young and in Charge: If you decide to finish Brian's job, it'll end with a revived Rei Sintra as the CEO of Sintracorp despite being only 11 years old.
  • Your Head Asplode: This is what the Dot Matrix does to its victims.

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