Visual is graphic but typing is via standard text adventure style from mobygames.com
Hideous creature that you start a narrative about how you come to the Institute from mobygames.com
Roaming and exploring the Institute from mobygames.com
End of hallway from mobygames.com
Ahhh...my Dr. hmmm from mobygames.com
Exploring rooms from mobygames.com
The place has lots of odd patients from mobygames.com
End of hallway mirror from mobygames.com
Hmmm a padded room....this can't be good from mobygames.com
Title from mobygames.com
Title/credits from mobygames.com
credits from mobygames.com
credits from mobygames.com
Game loading from mobygames.com
Visual is graphic but typing is via standard text adventure style from mobygames.com
Here we are drugged in our room/bed... from mobygames.com
Hideous creature...is it the drugs or real? from mobygames.com
End of hallway mirror from mobygames.com
Long hallway - exploring the Institute from mobygames.com
Medicine shelves.... from mobygames.com
A really empty room from mobygames.com
Door at end of hallway from mobygames.com
Crazy people in here from mobygames.com
Nice... steal a little thing...and bam back to my room from mobygames.com
Another little mistake and bam in the padded cell from mobygames.com
Finally let me out of lockup.... back to my room from mobygames.com
The Institute
In this bizarre text-based mystery, you assume the role of John, a mental patient who is being held against his will in a hellish asylum known only as "The Institute". Raving lunatics and taunting doctors surround you, and you are continuously harassed by a sinister psychologist who tries to convince you that you have lost your mind. You are unsure of how or why you ended up here, but one thing is clear: you must get out.
Most of the game is spent lying passed out on a closet floor, drifting in and out of drug-induced hallucinations that reveal key aspects of the protagonist's personality and recall traumatic events from his past. Between bouts of nightmarish, self-inflicted "drug therapy", the player uses the knowledge (and sometimes even inventory items) gained from his dreams to learn more about the Institute and to better facilitate his escape.
In typical text adventure fashion, John must navigate the hospital and interact with his surroundings using a very limited two-word parser. There are some basic puzzles to solve, mostly by using objects found throughout your quest, but the game's focus is more on the darkly surreal storyline and disturbing dialogue than its actual gameplay.