MindsEye: Our Expectations Were Low From You But Holy Fuck!
Sometimes, the fall of a certain thing creates its own ecosystem. The death of trees sustains fungi, and termites for decades while the body of a whale sustains deep-sea organisms. Shipwrecks become artificial reefs, hosting corals and marine life. Carcasses spawn carrion ecosystems, attracting scavengers. In case you're still wondering what this is all about:
People love controversy alright, but it wasn't uncalled for. A game's failure, especially one surrounded by substantial money creates its own ecosystem, making the flop the most interesting, most talked-about thing. Life born from death.
Ah, back to the pixelation and hey, its best buddies, the 22 framerates! Here’s where this game will stand in a few years:
a) Overanalyzed by video essays,
b) Sought by trophy hunters in the $5 bargain bin,
c) If delisted (given its semi-niche status), it becomes the next Ride to Hell.
And as reductive as it sounds, I always say, "A game’s direction is everything." Inside me, two wolves battle: the overanalyzer, desperate to understand what went so catastrophically wrong, and the other one screaming, "To hell with it".
Can’t ignore that it was directed by Leslie Benzies. The echo chambers suggested he had something going on. But if anything, MindsEye feels like the direct result of poor leadership and decision-making. Whatever happened behind the scenes, this game had no business being released. Now, where we at? I, for one, if happened to see another Leslie game, I'd immediately go ''Lol, so what?''. As far as the studio concerned debuting with such a game sealed a fate worse than of Unknown9's. I still have some sort of sympathy given the fact people just work on the project and they could be as well threated with their jobs but there's nothing to salvage here, even if I tried to.
It’s hilarious how it was immediately compared to GTA just because of its director. GTA has more charisma, character, and capability in its pinky finger than MindsEye has in its entire fucking being. This game can’t even come close to the Saints Row reboot, and proving the naysayers right —that it would be worse off— remarkable.
This game wasn’t meant to be explored. Yes, there’s a general lack of interest in crafting dense urban environments, probably because it’s a massive effort. But arcade corridor shooters are rare too. MindsEye had no business going semi-open-world; it should’ve been a tight, linear experience akin to Anarchy Reigns, Army of Two, Homefront, or even Marlow Briggs. Instead, it’s much worse and at least 3–4 hours longer. There used to be "mid" but fun games that wrapped up in 3–5 hours. MindsEye isn’t even that.
MindsEye is barely experimental. Everyone knew it looked bad, and it’s no surprise the studio lacked confidence, fueling all the press and sponsored stream controversies. What truly annoys me is the fact I bought the game because of strong regional pricing, and the studio gave a free deluxe upgrade, something you rarely see. After such genorosity, seeing what it turned into, I’ve lost all interest in upcoming content, rendering the free bonuses worthless. I think players should be eligible for refunds on Steam as well, like PSN’s handling of the matters, a first after CP77.
There were skeptics, and I get it. I always try to judge things for myself. I finished this game in one sitting, clocking roughly 10 hours. I constantly checked a YouTube walkthrough to gauge my progress, and every time I realized it wasn’t ending, I wanted to scream! It was pure agony. I don’t want this game near me ever again.
This turned into more of an immature rant than a review, I know but these are my unfiltered, raw emotions. I hate this game for what it is. I can’t simply stand it.
MindsEye's failures do include and not limited to: Pixelazation, broken DoF, bad lightning, terrible framerates, a shallow gunplay that lacks impact, no melee, brainfucked AI, 2010's old fashioned ''One Man Army'' types of missions which lack any substantial thought, bad music (I don't remember anything from the BGM other than it was an annoying loop sounding like it was an AI experiment), bad puzzles, side objectives not meaning any shit and so on.
The story starts off ok and goes too convoluted for the scale of the game. Awful ending, awful characters—it’s one of those scenarios where you recruit someone, see her for like 5–10 minutes on screen, she disappears, and your "relationship" progresses over comms (all while you drive through a goddamn desert and probably aren’t even listening). Then suddenly, she becomes the most important thing ever to you, and everyone threatens you over her.
There’s a tower-defense-type side objective where I got a gold medal without any effort, and I don’t even know what that was about. I think these are supposed to be tutorials, like, "Oh, see? You can build this too!" I don’t give a single fuck about your "EVERYWHERE", dude.
Free roam was locked behind main story completion, and by the time I finished the game, I’d lost all interest. Everything acts like a prop in this game. So then, one must ask: Why go through all this trouble to create an open world? You don’t even have a goddamn map. Just a minimap with a marker, a world devoid of anything interactable, and a GPS routing that always fucks up.
The driving isn’t half bad and is probably the best thing the game has to offer—but you can’t even drive any car you want. It isn't sandbox fine, but you’re stuck with Jacob’s car unless the game lets you switch in certain missions. Jacob loves his company car too fucking much!
The traffic is outright disastrous. Apparently, nobody in Redrock knows how to fucking drive: One person jams the entire traffic flow. Crossroads get clogged even when the route is clear and the light is green. Cars line up in gridlock despite there being a wide-open lane.
https://steamcommunity.com/sharedfiles/filedetails/?id=3498403736
You have a drone. That little thing at least makes the game slightly less unbearable even if not exciting. Your guns might as well be worse than airsoft props — no recoil, no bullet drop. Just stay behind cover and occasionally shoot randomly into the air. I promise the bullets will find their way. I barely died once or twice until the final third of the game, where it suddenly went full bullshit. At some point you raid a ziggurat, do Tomb Raider-esque puzzles. All the things GTA was notably famous for.
The game looks blurry and as oily as a fucking Gustav Klimt painting once you step outside the cutscenes. I'll say night time is better, but the DoF is too messy, and despite what some might claim, the draw distance is not that good. We see all that distance, foliage at the state of Unreal, and then go back to play this. What are we doing here? Ngl, the UI & HUD are very clean.
I hardly got 60 fps with DLSS Quality and frame generation on (4K with a 5080). There were moments when the frame rate completely cracked and I was getting 15-25. Yes, with FRAME GENERATION. Without it, I was barely seeing 30 fps with DLAA or TSR without much going on the screen.
You can kill a few at your company's factory - you can get away with that. But killed too many? No no no, we can't allow that. Then enters a quote from Robin Hood (which later on I learn is an in-game moniker). That said, you can kill anyone in the open world without consequences because there are no cops to chase you off, lmfao. And seriously, what are those quotes all about? Why gimmick COD in the worst way possible?
I could do this all day if Steam allowed me. Believe me I have a strong disgust going on for this clusterfuck of a dung pie. MindsEye is one of those games I've played. One of the shittiest at it. To conclude here's an inspirational quote from Jacob Diaz:
''Everyone's playing someone.''
★ ☆ ☆ ☆ ☆
Here's the damn curator. Out of characters. Ciao.