Mind's Eye
Author: | Shane Stevens
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Submitted: | 25th August, 2006
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Favourites: | 0 |
Genre: | Adventure
| Downloads: | 366
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Rated: |
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Game of the Week Winner
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Edited By Shane Stevens on 8/31/2006
Edited By Shane Stevens on 8/29/2006
Once again you awaken from fevered, shapeless dreams to a pitiful existence...
Your name is Noah, at least that's what you are told. Awakening in a strange sanitarium and bereft of your memories, it is up to you to rediscover who you are.
As a story-driven graphic adventure, your goal as Noah is to explore Brookside Sanitarium for clues to your identity, usually by studying objects and thinking about their relevance. The Redemption Meter on the gui will display your current memory status and provide backstory/hints as you progress. Occasionally you will suffer from Delirium Mode, a debilitating situation where the very world around you will seem to warp and shift, sometimes revealing a glimpse into your own past--or the past of others.
Reclaim your memories to answer these questions: Who are you? Why you are in the sanitarium? Why do you want to kill Dr. Knox? Be warned, some memories may be better left forgotten.
Make sure you read the readme for important control details.
Edit: I'm including parts of the readme here as some people just don't read it ;(:
The button to the left of the inventory window opens the save screen and the button to the right opens the quit screen.
F5 opens the Save gui ONLY at the title screen. After that you will need to use the button on the top left of the inventory gui.
F12 opens the interactive help menu where you can find out about the various commands.
Delirium mode disables certain abilities. This is normal.
Certain areas will not allow you to save. This is to prevent abusing savegames to easily bypass stealth sequences.
This game can be taxing on lower end cpus because it uses multiple transparent layers and AGS does not currently support hardware acceleration. If the slowdown is too great, you can speed the game up by running setup and forcing the graphics from 32 bit to 16 bit. Background dialogues in 16 bit will have blue backgrounds as a result due to the lack of an alpha channel. This is normal.
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http://www.bigbluecup.com/games.php?action=detail&id=646 (12 mkb )
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