Tag Archives: indie games

Review: Beyond Eyes

The minute I saw Beyond Eyes on Steam, I was interested. A female protagonist with a disability, gorgeous art, and a mechanic that aims to put the player in the shoes of the blind protagonist were obvious selling points for me. Of course, it’s far too frequent that the playable character(s) in a computer game is/are white, male, able-bodied, and violent, so this was a refreshing change of pace. The game is a short story-driven adventure with gentle music, art reminiscent of watercolor painting, and text narration. You navigate the world as Rae, a blind ten-year-old girl who lost her sight as a toddler. The game’s creator, who is not blind but consulted with multiple blind folks to get a sense of blind perspective when working on the game, describes Beyond Eyes as “a video game about loss.” It is certainly that, in a way you don’t expect. But it’s also a game about sight, sensation, perception, and one’s own internal sense of the world.

A young girl and a cat with the text "Rae had never been this far from home, but she imagined Nani would have come here."
Textual cues expand upon the story and Rae’s inner world.
Unlike some indie games about vision loss, Beyond Eyes doesn’t fully take away the player’s visual cues and force you to rely on sound to navigate. I appreciate this as a hard-of-hearing person—for a game that’s about putting the player in the shoes of someone with a visual disability, it’s nice that it’s accessible to pretty much everyone except those who have that specific disability. Instead of taking away visual cues, the game limits visual cues and uses those limitations to approximate the blind experience for a player with vision. As Rae, you only see on the screen what she can perceive, so you find the world in bits and pieces as she walks around it. As an exploration game and as a walking simulator, this mechanic definitely makes it a bit different. The visual field beyond what Rae has already discovered is white, and so you can’t rely on sight at a distance to decide where to go.

Beyond the disorientation of this basic mechanic, there are also more subtle elements that give you a sense of Rae’s perspective. Early on in the game, you realize that a cool thing is happening. What you’re seeing is not limited to what Rae perceives with other senses exactly, as I’d originally assumed (and been a bit skeptical of, since you actually see a fair bit as soon as she touches one thing), but what she imagines based on that perception. Since she doesn’t always imagine what’s actually there, it’s useful to touch and get closer to the things you can see as a player, as they may change when she experiences them further. You also get (sound and smell) cues from more of a distance sometimes, which can be helpful for making your way.

A young girl stands near a drainage pipe and a ditch.
What at first sounds like a running brook turns out to just be a drainage pipe.
There is actual sound (as well as music) in the game, but Deaf and HH folks will be fine, as there’s no spoken narration and any sounds that are useful for navigation are echoed with visual cues (a crowing bird pulses on the screen, for example). In a practical sense, the game does also guide you somewhat by putting obstacles down when you’re getting way off track. There’s sparse text narration and occasional cuts from one “scene” to another to give a sense of pacing. I did get a bit lost at a couple of points, so the playthrough took 2.6 hours for me, but it didn’t get so frustrating that I ever wanted to stop playing the game.

Beyond the specifics of mechanics, I really like this game for mood and atmosphere. The visual style, music, text, and the story itself all give this game a lovely and distinct feel. It’s calm, but melancholy, and really evokes emotions in the player. You can feel for the girl you’re playing as, but she’s not presented as a victim or someone you need to “save” as the player, which I appreciate. I would recommend playing in a single sitting for an immersive experience—it’s also not super clear if there’s a way to pause or save, so I wouldn’t risk quitting the game. If you’re familiar with other indie adventure games, I’d say it’s similar in mood and feels factor to Gone Home, though it’s not point-and-click and you do have to get used to the fact that your interaction with the world as a player is entirely about walking exploration — there are no resources to grab or journals to read.

You can get Beyond Eyes for less than $15 on Steam, depending on the sale price of the moment, for Mac/OS/Linux, or for either of the current-gen consoles.

The Kinky Side of Twine

I was first introduced to Twine games only last year, when I sat down to review Merritt Kopas’s Consensual Torture Simulator. While this is that review, I’ve also in the long time between playing that game and getting a chance to write this come upon several other games in the fairly specific genre of kinky interactive fiction. Interactive fiction games, generally written using a platform called Twine, fall into a niche that seems to appeal especially to queer audiences and others exploring “alternative” modes of sexuality through writing games. This is a genre that plenty of us nerdy queers are hungry for, but it takes a moment to get used to the conventions of Twine and understand what you’re doing, exactly, when you play a Twine game.

On the plus side, Twine games are typically under $5 and easy to play on any computer. They’re also (or at least seem, from a consumer point-of-view) fairly simple to create in a technical sense, which makes them accessible to those looking to tell a story outside the mainstream without a ton of resources to do so. If you’re looking for more on Twine in general, Kopas has curated a book on the subject, Videogames for Humans. The basic idea, though, is that the game itself is a series of screens with text, hyperlinks, and sometimes images. Like a choose your own adventure novel, you follow the often-branching path the author has created for you by clicking on the links and seeing where the creator’s imagination takes you. Here, I’m particularly interested in how game creators are helping their readers to engage with kink through the medium.

[talk of NSFW content behind the cut]

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