In one chapter is a dilapidated shopping mall haunted by a spirit who can’t bear the sight of her face, with mannequins materialising-sometimes behind you-at opportune moments. Playing these back on a cassette player will transport you to morbid locations that are supposedly most intimate to the patients, but as with horror conventions, these are also warped to an ominous degree. These are pre-recorded sessions you had with your patients as a therapist named Desmond. The devil, however, is in the tapes strewn across the levels. On the surface, these seem like a typical excursion through once-unfamiliar environments like most games the more tools you unlock, the more progress you’ll make. You’ll eventually pick up a few handy items along the way to disperse these, like a flashlight or a mirror shard that doubles up as a knife. As you make your way up, hand-scrawled notes and other memos offer some clues to your next steps, while obstacles-like noxious, prismatic fumes leaking out of industrial-sized canisters, ridiculously durable police tapes, and miasma of inexplicable darkness-clog up narrow passageways. In Sound Mind begins with you waking up in the dark, dank basement of an apartment building. It’s about figuring out terrible truths, and it’s about revelling in sordid acts of voyeurism, as you sleuth around in search of much-needed answers. Instead, In Sound Mind is about retracing the events that brought you here, where you’re stuck in an inescapable labyrinth of islands, alcoves and chambers. That’s not to say that there isn’t any immediate danger, but rather that horror often isn’t the point of the game. Cheap scares are infrequent, and the ghastly presences that permeate its levels are more languid than antagonistic you largely learn to navigate your surroundings with them, instead of being alarmed by their proximity. It’s nothing short of hilarious.īut In Sound Mind feels like a different sort of psychological horror game, in that it doesn’t strive for scares as much as it sought to involve you in the unravelling of its journey, which may be-or may not-be frightening. Far from being unnerving, however, these calls break up the game’s taut tension and perilous thrills I imagine the enigmatic caller rubbing their hands in anticipation the moment I pick up on their intricately scattered trail of breadcrumbs, and then frantically calling me to mock my incompetence. “If I were you I wouldn’t go down the elevator,“ the presence taunts. Once every few moments they’ll ring, the voice on the other end sneering at you like an infantile school bully. In Sound Min d draws influence from popular horror games, but with features like early weapon crafting, it is unique enough to stand out on its own.There is an inordinate number of telephones in In Sound Mind-along dingy, winding corridors, in abandoned shopping malls, and within dilapidated offices. The gun will have eight bullets to start, and more can be found throughout the game. After getting all three pieces, the gun can be crafted at a table next to the switch that turned on the lights at the beginning of the game. On the second floor, there is a vending machine with boxes that can be used to reach the top where the pistol slide is hidden. The pistol slide is the easiest piece to find. The pistol barrel is underneath the table. Go to the left and, near the end of the hall, go into the maintenance room on the right. Grabbing the button allows players to move on to the next area where there's a long hallway with two paths. After listening to the cassettes, a cat will be on Desmond's desk and knocks a button onto the floor. At the point in the story when Desmond is listening back to his recordings, the pistol barrel will become available.
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