NEVERMIND

 

Genre:    Horror adventure              

Developer & Publisher:   Flying Mollusk             

Released:   September 2015 (early release); March 2016             

Requirements (recommended):

    • OS: Windows 8.1 (64-bit)
    • Processor: i7 4790 @3.6 Ghz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 750 TI
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Additional Notes: Familiarity with WASD controls is encouraged. Nevermind is playable on Windows 7, though it is not fully supported (e.g., Bluetooth sensor devices will not work on Win7).

 

 

By flotsam

 

Nevermind

Flying Mollusk

Like lots of games, it took me a while to get to back to this. So many games, so little time.

I am not sure I really should have bothered.

Nevermind promises a lot. A horror game, using biofeedback to amp up the difficulty as you get stressed, is something I want to play. Throw in some puzzling, and what actiony-adventure fan wouldn’t get on board. Further, it also professes to teach you how to be more aware of your internal responses to stressful situations.

Except it isn’t scary, the puzzling is with a few exceptions mediocre and at times rather tedious, and the biofeedback pretty much just adds fuzzy visuals. I turned it off halfway through.

You play as a Neuroprober – “a unique physician who, through the use of cutting-edge technology, is able to venture into the minds of psychological trauma victims for whom traditional treatment methods have proven ineffective”. By entering directly into the mind of the patient, you can recover fragments of memories (represented by photographs) surrounding the traumatic event, and attempt to treat said patient.

The first part of the game is a training day, to essentially settle you into how to play. You enter a mind of surrealistic images, and explore to find photos representing real or imagined memories. You learn about the trauma involved, and ultimately have to sort through the images, deciding what is real and what isn’t. Then it’s on to a real patient, and their “demons”.

Those last two paragraphs are a lot more interesting than the game itself. It isn’t a bad game, just one that fails to deliver on what it promises, and suffers as a result.

There are two patients after the training day, and the objectives are the same. Find the 10 images in the various environments, and then decide which five represent the traumatic event. You can suffer damage and possibly death, which will throw you back to an earlier point, but pretty much just relentlessly move forward solving a puzzle here and there, navigating a maze or five, and “cure” the patient.

I got an email from the facility at my interface machine thanking me when I had finished. It took about five hours.

You can do advanced neuromapping of the two patients should you want to, which involves going back into the same environments to find a dozen or so objects. Nothing about the environments made me want to do that, so I can’t tell you any more.

There were four extra scenarios I could enter, which near as I can tell were all mindfulness type environments. I entered one, walked around for a while in snow, got some suggestions about taking five deep breaths, and then I left. I didn’t check out the others.

I could tell you more, but nothing that would be a compelling reason to play. Which is a shame.

I played on:

OS: Windows 7

Processor: Intel i7-3820 4GHz

RAM: 12GB Ripjaw DDR3 2133 Mhz

Video card: AMD Radeon HD 7800 2048MB

 

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