Playing through a level, you don't feel as if you are there to defeat someone. You're either there to help them, or to stop them before they hurt themselves.
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]]>Psychological horror games are good in theory, but only work if they really make you feel something. That feeling doesn’t always need to be fear either, and that’s what In Sound Mind manages to do so well. It’s not a constant barrage of adrenaline, but a slow build up of tension and unease. Which is all very surprising after one of the weirdest, and edgiest opening lines in a video game. But I won’t hold that against it. Much.
You play as Desmond, an amnesiac physiologist who is trying to piece together his own memories by exploring the literal psyches of his patients. Not so surprisingly, this does not go well for him. There’s also a talking cat, weird ink monsters, and noxious purple gas. In Sound Mind doesn’t shy away from the weird, and it works well in the game.
You’ll start the game in the basement of your apartment and soon come to realise that something has gone seriously wrong in your city. The first major thing to keep an eye on is the flood of weird purple goo outside that’s completely swamped the city you live in. You also have a terrible work-life balance. But that’s to be expected when your apartment, your office, and all of your patients’ apartments are in the same building. Oh, and you’re very clearly being watched since every time you approach a phone. Like it starts ringing and the main villain takes time out of his busy day to taunt you. It’s not subtle.
The various bosses in the game are simultaneously the best and worst thing about it. The main villain is the worst for it. He calls you on the phones scattered around the level constantly, taunting you and generally being a megolamaniac. It would be effective if he didn’t sound so terribly cliché and over acted, and also wasn’t called Agent Rainbow. I find it hard to take him seriously. And then he goes and creeps around the levels so effectively that you usually only notice him when he disappears. Or when he’s standing in front of you, locking you in a freezer to die.
I find that rude, honestly.
On the flip side, the bosses for each level are amazing. Each level is presented as a tape recording of your therapy sessions with your patients, and the main boss for each level is said patient. It doesn’t take long for you to realise when you go into a new level, that you’re heading in there to fight Desmond’s demons, as much as his patients. These are all people that have serious mental health issues that Desmond failed to help. They have become the villains of their own stories, but never really come across as completely evil.
In Sound Mind tackles the issues around mental health well. Especially in an industry that likes to either play mental illness as a joke, or a reason to be a bad person. It never comes across as disrespectful. Each of Desmond’s patients are painted as human first, mental illness second. Playing through a level, you don’t feel as if you are there to defeat someone. You’re either there to help them, or to stop them before they hurt themselves. As a reflection of this, most boss fights are more akin to puzzles that bring the bosses some measure of peace.
Each level is well designed, with fantastic attention to detail. The levels mix the mundane with the uncanny, so you end up with a perfectly normal supermarket that slowly turns into a haunted maze or a beach that turns to floating shipping containers. It works really well to create an uncomfortable feeling when you’re exploring a level. Each level introduces a new theme, and new tools or abilities. While the apartment allows you to calm down, the fact that you have no idea what could possibly come up in the next tape world leaves you with a delightful sense of unease.
Adding to that unease is the sheer panic of combat. Not because you’re greatly outnumbered, or underpowered, but because nothing within In Sound Mind lends itself to shooting enemies. The controls are shaky, and most of the time it’s easier to just run away rather than dealing with the annoyingly slow reload times, and Desmond’s inability to consistently point a gun at anything. Luckily, there are usually environmental hazards that can be used to your advantage. Also a shard of glass to stab things with when things start to go really wrong.
In Sound Mind tells an impressive story about people struggling with life, and throws in enough tense atmosphere, and creepy jumpscares to keep you on your toes. You’ll never know what uncanny level you’ll stumble into next, but you’ll enjoy it. It allows itself to be more than just a horror game, by being genuinely enjoyable, even as you’re creeping around trying to hide from monsters.
Also, the talking cat can be pet. This is very important.
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]]>The cards lend themselves to an effective visual motif that ties everything together superbly. The character illustrations are gorgeous, and the combat effect animations are striking. The game is so flashy, in fact, that it results in noticeable lag on the Switch, particularly on loading screens or when moving between menu tabs. It is very, very pretty.
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]]>We play a fair few adventure card games in my household, so my curiosity was piqued when I learned about Voice of Cards: The Isle Dragon Roars. Square Enix advertises Voice of Cards as a JRPG from the creators of NieR told entirely through the medium of cards.
Cards? Dragons? Square Enix? I was in from the word go. I reviewed a Switch copy, but Voice of Cards is also out on PS4 and PC via Steam.
Out the other end, I had undoubtedly had a good time, but not for the reasons I went in for.
When Square Enix says Voice of Cards is told entirely through the medium of cards, what do they mean exactly? The world takes place on a card table covered in cards. The map is explored by moving to facedown cards, which flip to reveal the environment. Dialogue is represented by text on cards. Characters and monsters are illustrated on cards. Combat uses cards, (also dice and gems, but these don’t fit the narrative Square Enix and I are going for, savvy?).
To summarise, it’s basically all cards – from dialogue to exploration to combat.
However! Brace for controversy!
I would like to argue that Voice of Cards is not so much a card game mechanically as it is aesthetically. Sure, everything looks like a card, but take off that coat of paint, and Voice of Cards is a bog-standard JRPG. There’s no ground-breaking gameplay here.
Combat comprises characters using four skills that can be swapped out as desired, with certain enemies weak or resistant against types. Stronger skills use a mana-type resource called gems which replenish after every turn. There’s no real deck-building or randomised shuffling element. Dice rolling adds chance, for example, when calculating whether you succeed in running away from enemies, and there are randomised world events, but again – nothing outside of what you can experience in a non-card game.
That said, in the towns you visit in-game, there are card parlours where you can play an actual card game so you can play a card game while playing a card game.
So, the cards are more for looks than anything. But damn, Voice of Cards does look amazing.
The cards lend themselves to an effective visual motif that ties everything together superbly. The character illustrations are gorgeous, and the combat effect animations are striking. The game is so flashy, in fact, that it results in noticeable lag on the Switch, particularly on loading screens or when moving between menu tabs. It is very, very pretty.
Adding to the appealing looks are some appealing sounds. The tunes are atmospheric and sufficiently pleasant that my partner never complained when they repeated endlessly in the background.
A further point of difference is that all dialogue and descriptions are voiced by a single narrator, not unlike a Dungeons & Dragon GM. Heck, the game even calls the narrator “GM”. Todd Haberkorn voices the English version and sounds low energy, even mocking at times. I genuinely loved it and never skipped a description.
Voice of Cards doesn’t have time to be too complicated, coming in at 15-20 hours average playtime. Very short for those who are used to 50–100-hour JRPGs. To be honest, I didn’t mind this. As a time-poor person, a bite-sized JRPG was a relief for my schedule.
Not only is Voice of Cards not very long, it’s also not very challenging. This is especially so if you become addicted to filling out the map, which results in over-levelling very early on.
However, this short and relatively easy game does hide some surprises in its storytelling. For example, collectable cards contain a two-part description of characters and monsters met during the adventure. The second part of the descriptions, revealed by flipping over the card, reveal twists so dark they’re practically two-sentence horror stories. Voice of Cards is honestly one of the few games where I was genuinely excited to collect not for completion’s sake, but to read the bonus text.
Voice of Cards can’t decide if it’s a card game, a JRPG or Dungeons & Dragons. While I won’t be a card-carrying member of the Voice of Cards fan club, the real drawing card here is how the game looks and the twists and turns of the story. That may leave some who wanted a mechanically solid card-game with some real challenge unsatisfied.
I can objectively see its flaws, but I can’t deny I liked the game. Beyond whatever aspirations I held for it initially, Voice of Cards: The Isle Dragon Roars was a good time, and perhaps that’s all it ever needed to be.
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