Fractured Minds Review (Nintendo Switch)

Game: Fractured Minds
Genre: Puzzle Adventure, Other
System: Nintendo Switch
Developer|Publisher: Emily M Games | Wired Productions Limited
Age Rating: US E+| EU 7+
Price: $1.99 USD | $2.51 CAD |$ 3.00 AUD| £1.79 | €1,99
Release Date: 14th November 2019

Review code used, with many thanks!

Feelings

So I played through this game, and it was an awesome – albeit quick – experience. I really want this review to say something different then every other synopsis I see online, but I think it is of paramount importance to mention – as others have already done – where this game is coming from.

Created by seventeen year old Emily Mitchell, this game is meant to take you on a trip through a psyche struggling with the challenge of a mental health issue. 

From everything I can find about the game, Emily wanted it to shine a light on these mental health issues; and I also have the feeling that the desire was for anyone playing the game who lives with this kind of thing every day to know that they are not alone.

Another important piece of information is that this game supports the Safe In Our World campaign: https://safeinourworld.org/

Started back in 2017, it is a group for the gaming industry whose “mission is to foster positive mental health wellbeing and deliver support not only for players, but also developers.”

Just doing the background research on this game gave me a lot of warm fuzzies. It always gives me hope for humanity when I find out that young people, like Emily, are doing things to have their voice heard and help make the world a better place.

Everyone Is Sad Sometimes

As I am writing this review, I am sad. I don’t know if I would say that I live every day with a mental illness, but I know I definitely feel isolated and anxious sometimes. I also know I have suffered from S.A.D. (seasonal affective disorder – tends to happen when you live in a country with very little vitamin D during the long winter months of darkness…)

But I definitely don’t feel like I struggle with it every day; and this game is a huge eye opener; to help people who don’t live with things like anxiety understand what it feels and (kind of) looks like is a gift.

I read some things on the “Safe In Our World” campaign website about how this game made people feel like they weren’t alone. That is absolutely wonderful, and I am so glad that this game gives that to people.

I also think it is super important for people who work in the mental health industry, people who have friends who struggle with mental health issues, and literally just anyone to take a quick play through of this game just to broaden your horizons and maybe get that empathetic glimpse of what living with these issues feels like. 

Because everyone is sad sometimes, and it is definitely nice to know that you are not alone.

The Game Itself

So, the first thing I will mention is that this game is short.

Very short.

I got all cozy in my chair, and propped my feet up, and I was settling in for a nice long gaming session. I beat the game in under 30 minutes.

So if you are ONLY in the market for games that last six hours or more, then… by golly gosh you should expand your game pool and give some shorter games a try!

Like I said before, I think this is an important game for everyone to play. I stand by it.

Second things second: controls are simple. Movement and looking around with joysticks, A to interact with stuff, and B to jump (though I never really used the jump at all).

Third things last! I was totally engaged the entire time I was playing the game. As well, each of the six different levels – all designed to represent a different aspect of a mental health issue – were very well done.

I felt isolated and alone, anxious even, when I got into the chapter where everyone was just walking around staring at their phone screens.

I got creeped out when the lightning during a rainstorm would flash and show me slightly disturbing images among all the colourful rainbows.

I felt sad and a bit angry when the text at the bottom of the screen would say things like “Why can’t you just be happy?”.

Powerful stuff. 

Props to you, Emily.

The Audio Visual Club

Each of the different soundtracks that play for each of the six different levels are captivating.

At the end of the game, please take a gander at the credits because the different people who created each song deserve to be acknowledged. 

The music definitely enhanced the feeling of each level, and it wouldn’t be the same game without it.

The visuals are unique and, again, do exactly what they are intended to do: be a metaphor and immerse you into each particular feeling: emptiness, isolation, anxiety. All the things so many of us struggle with frequently, but are maybe too afraid to admit.

Is it the idea that once we actually admit to something out loud, then it becomes real? . . . 

The Little Niggles

My only niggle is that – again – there is no way to invert my Y-axis controls.

In this game (as opposed to Dark Veer, if you read my review of that) it isn’t too bad because it is much slower paced, and I wasn’t panicking the whole time. BUT that still doesn’t mean that I didn’t wish I could do my old invert-thang, and be my old invert-self. 

Conclusion

I think that this game gives a lot to the gaming industry.

It’s poignant, fresh, and a window into the soul. 

It is DIRT cheap, and for this price you really can’t go wrong. If you have a young’un at home who is struggling, I’d suggest this game. To know that someone understands, and that you’re not alone, is a huge deal.

I am also all about women being awesome and changing the world. So support Emily, and support Safe In Our World. You won’t regret purchasing this one.

Final Verdict: I like it a lot!

I like it a lot!

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