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Nintendo Switch 2 review: more than excellent enough

Gamebro.biz.id - At one point, the people who made the Switch 2 thought about naming it the Super Nintendo Switch.  They opted against it, though, because it could play original Switch games, while the Super NES from 1990 couldn't play games from the NES from 1983.  I played with it all weekend and think the Switch Pro is a better moniker. It's more like a modernized and improved version of the original system than a whole new generation. The bigger screen and faster processor are the most visible improvements, but every part of the system is better.  The larger Joy-Cons seem stronger and are easier to operate. I like how they magnetically clip onto the console.  The user interface is a graceful but somewhat monotonous version of the Switch's, with mild haptic feedback and nice little sounds that make it feel like you're playing. Some people might be upset that the Switch OLED model goes back to a regular LCD screen, but the quality is good and the extra screen spac...

MindsEye review: a gloomy future that feels like it came out in 2012

MindsEye review: a gloomy future that feels like it came out in 2012


Gamebro.biz.id - In Redrock, MindsEye's open-world recreation of Las Vegas, there is a Sphere-like thing.  It's almost a perfect reproduction of the original: a big soap bubble that is half buried in the desert floor and has its surface converted into a massive TV.  Sometimes, when you're driving an electric car built by Silva, the megacorp that runs this world, you'll go close to the Sphere.  There will be occasions when you have to halt right when a commercial for the same Silva EV starts playing on the big curved screen above you.  The doubling effect can make you feel a little dizzy.


I really get what MindsEye is trying to do during these times.  You're caught in the worst company town, where oligarchs and other criminals dominate everything and there's no way to get out of the ecosystem they've established.  MindsEye gets all of this across through a chance meeting, and it does so in a way that is both subtle and smart.  The rest of the game is mostly heavy-handed and goofy, but it's good to see a few times when everything comes together.

MindsEye looks and sounds like the future with its Spheres and EVs everywhere.  It has to do with AI and tech bros, as well as the slow rise of a corporate dystopia.  You are an amnesiac ex-soldier who has to figure out exactly how much technology has hurt his humanity while shooting people, robots, and drones.  Along with the campaign, MindsEye also features a set of tools that let you make your own game or levels and share them with other players.  Leslie Benzies started this studio, and he has worked on games like GTA 5.

So, it's strange that MindsEye usually performs like the past.  If you put a finger in the air, the wind is coming from somewhere around 2012.  This is basically a rough-hewn cover shooter with an open area that you only really see when you drive between missions.  It mostly talks about things that make sense for double-crosses, car chases, and shootouts, as well as why you go into battle with a personal drone that can unlock doors for you and stun foes nearby.

It can be strange to go back in time to when many third-person games still had cutscenes that couldn't be skipped and cover that was hard to get out of.  There are a lot of stories right now of crashes, technical problems, and characters showing up without their faces.  I've been mainly alright playing on a rather old PC, except for one crash and a few funny quirks.  I just played a game that also feels old.

Sometimes, this isn't as bad as it sounds.  There is definitely something fun about simple run-and-gun missions where you shoot the same individuals over and over again and choose a course between waypoints.  The shooting is often fun, and even while it's a bit of a pain to have to drive to and from each objective, the cars have a great fishtail-like looseness that may sometimes remind you of the Valium-tinged splendor of the Driver games.  (The flying vehicles aren't as fun because they don't have as much personality.)

And for a game that has thought a lot about when AI would take over, the AI in the game surrounding me wasn't in any danger of doing so.  When I was following an opponent and the game urged me to attempt not to be seen, it made sure our bumpers kissed at every crossing.  There are a lot of funny bad AI drivers on the streets of this open environment.  I would often get to traffic lights only to see a recent pile-up. I was so happy to see the road cones and Dumpsters that had been knocked over by the off-screen crashes that I nearly always stopped to look.


I even liked how silly the plot was, with lines like "Your DNA has changed since we last met!"  Has it, though?  Still, I started to realize that smart people had spent a lot of time at work producing this game.  I don't suppose they meant to make me a Deliveroo bullet courier for an off-brand Elon Musk.  Or to put me in an open world that feels empty not because it doesn't have mission symbols and fishing mini-games, but because there aren't enough realistic human details.

I think the problem might be a thematically relevant one: a kind of ambition that is too reckless.  Humberto: When I opened the level editor, I found a tool that is incredibly deep and complicated, but it takes a lot of time and work to produce anything really remarkable with it.  This is for the super-fans, the point-one percent.  It must have taken a lot of time to create, and doing all of that while running a campaign (which tries to mix things up with stealth, trailing, and sniper portions) is the kind of thing that needs a true megacorp behind it.

MindsEye is strange.  Even though it had a lot of problems, I didn't mind playing it most of the time. But it's also hard to really suggest.  Its ideas, actions, and stories are so poorly thought out that they scarcely exist.  But I'm kind of glad it does.

MindsEye is now available for £54.99.


On June 13, 2025, the subheading and captions in this article were changed to accurately call the creator Build a Rocket Boy and the publisher IOI Partners instead of "Build A Robot Boy" and "IO Interactive," as they had been before.

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