TThis resembles a sphere like Redrock, an open-world variant of Las Vegas Mind-Yay. It’s nearly directly the original concept: a massive bubble of bubbles partly embedded in the desert ground, with its exterior acting as a gigantic screen. Occasionally, cars halt beside this sphere while traveling in an electric vehicle designed by Silva, the global megascope controlling entity. They pause just as advertisements on the Silva EV unfold dramatically overhead, resulting in a slight disorienting effect.
In these instances, I truly grasp what Mind-eye aims to convey. You find yourself ensnared in the ultimate company town ruled by oligarchs and con artists who have no desire to escape the ecosystem they’ve constructed. Mindseye infiltrates this reality through serendipitous interactions with a blend of wit and lightness. While much of the game skews towards heavy-handedness and dullness, it’s refreshing to experience moments of clarity where everything falls into place.
With its sphere and ever-present EV, Mindseye embodies a futuristic vibe. It connects with themes surrounding AI, the Tech elite, and the creeping menace of corporate dystopia. You take on the role of a former priest grappling with amnesia who must confront the precise harm that technology has inflicted on his humanity, engaging in combat against people, robots, and drones. Beyond the main story, Mindseye also offers a toolkit for creating your own games and levels to share with fellow players. This all comes from a studio co-founded by Leslie Benzies, known for his work on GTA 5 and more.
AI overlords…Mindseye. Photo: IO Interactive
Strangely, the gameplay often feels reminiscent of the past. When I move my finger through the air, I sense a breeze from around 2012. Heartfelt, it’s a somewhat clunky cover shooter set in an open world experienced primarily during travel between missions. The narrative exists mainly to justify betrayals, car chases, and shootouts, while explaining why you enter battles accompanied by personal drones that can open doors and stun nearby foes.
It can be a peculiar affair, evoking memories of a time when many third-person games included cutscenes and cover mechanics that hadn’t yet reached necessity. It’s worth noting that there are frequent reports of crashes, technical glitches, and NPCs appearing without faces. My playthrough on a relatively older PC encountered just one crash and a handful of amusing bugs, but overall, I faced minimal issues. I engage with games that feel similarly dated.
This might attract less criticism than anticipated. A straightforward run-and-gun mission lets you repeatedly photograph individuals who share a striking resemblance while choosing routes between waypoints. Shooting mechanics often provide enjoyment, so it feels somewhat disappointing to drive for each mission, though the vehicle conveys a satisfying sense of freedom, reminiscent of classic driving games. (Air travel lacks excitement due to its lack of character.)
Drive between missions…mindeye. Photo: Build Robot Boy/IO Interactive
In a world where many games contemplate AI dominance, the in-game AI around me seemed far from a takeover. When I relinquished control of the vehicle to the game while tailing an enemy, I was advised to avoid detection, leading to our bumpers colliding at each intersection. This particular open-world town is inhabited by amusingly unskilled AI drivers. I’ve frequently arrived at traffic lights only to be greeted by their reckless antics. Consequently, I often appreciated the off-screen collisions involving road cones and dumpsters that I consistently found amusing.
I even enjoyed the plot’s quirks, featuring lines like “My DNA has changed since we last met!” But do you feel it? Nevertheless, I’ve become increasingly aware that intelligent individuals devoted a considerable amount of effort to creating this game. I don’t think they aimed to disappoint. Or to place me in an open world that feels sparse, not due to a lack of mission icons or fishing mini-games, but because it lacks convincing human elements.
This issue appears to resonate thematically. It embodies a reckless ambition. When I explored the level editor, I discovered impressively rich and complex tools, but creating something truly exceptional on this platform demands significant time and dedication. This is undoubtedly aimed at mega fans with niche interests. Completing everything in the campaign (even those sections that attempt variation with stealth, tracking, and sniping segments) is an endeavor that requires a real mega-corporation’s backing.
Mindseye is peculiar. Despite its flaws, I seldom found it unenjoyable, but I still find it challenging to give an unreserved recommendation. The concepts, immediate actions, and narratives are so vaguely developed that they nearly vanish. Still, I’m somewhat glad it exists.
Source: www.theguardian.com