BLIND

Cane and able

PlayStation Official Magazine (UK) - - CONTENT -

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.

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