Cane and able
This isn’t the first time we’ve found ourselves relying on echolocation, but while Stifled (reviewed OPM #143, 7/10) pushed our horror buttons this take on the technique focuses on solving puzzles.
The setup is the same: you’re placed inside a dark world whose details are only revealed by sound waves bouncing around the environment. Why are you here? After a car crash you wake in a mansion, and need to problem-solve your way to freedom, rescuing your young brother along the way. 1
While being inside a pitch-black room, deprived of one of your senses, will always be alarming, the game soon settles down into a cosy parade of echo-tapping conundrums. Any sense of unease is jettisoned as you slip into a rhythm of tapping your cane to uncover a room’s secrets, then using your wits to solve a puzzle and open a door to venture further into the mansion.
Without any real horrors Blind doubles down on its puzzles. Starting with simple mazes and switch combos the complexity soon ratchets up, driving you to use echolocation to see inside walls to juggle water flow through pipes, or visualise musical notes. 2
While the story sheds light on why solving these brain-teasers matters so much, it lacks the sense of unease the premise warrants. Devoid of any threat, Blind loses its way and you’re left to stumble from one (albeit good) puzzle room to the next with little tangible danger to spur you on. You’re not so much fumbling in the dark for a sense of direction as you are coerced towards a not-sosubtle twist. But you will have fun getting there. Ian Dean
FOOTNOTES1 Naturally it’s not that simple, and there’s a supernatural twist to the tale. 2 Recordings found in the rooms have physical effects on the game’s world.