As one unassuming Facebook prowler commented, another Metroidvania?
For those unfamiliar with the term, the sub-genre is characterized by platformed action and vastly interconnected worlds wherein progress is contingent on player exploration and accordingly acquired items.
And if one were to be completely fair, MindSeize really isn’t pitching anything in the way of spectacular for now. Sure, the plot outline’s typical of an 80s sci-fi flick suited for the likes of Stallone or Schwarzenegger perhaps and the character/concept art’s fantastic.
But for a game that’s barely a week old on Kickstarter, I’d like for it to do more than talk pretty pixel art, hand done animations, unexplored planets that need exploring and the usual assortment of weapons, bosses, powerups.
This is where I decided to jump into the demo, the overarching story being that when one futuristic private investigator by the name of M.C. lays into a criminal organization a little more than required, the man has his daughter kidnapped and limbs paralyzed in favor of the gangsters’ interests.
As for their motives, those happen to border on stealing innocent minds, leaving their victims in a coma and world domination. Anyhow M.C. decides to band together with his old crew, connect his mind to a robotic body, and scour the universe in search of his girl.
Action, effects and music are where MindSeize’s one-hour demo stands out the most. The controls are simple, favor a controller, and allow M.C. to jump/dash, fire guns, melee and climb ledges in a snazzy cybernetic suit.
The animations are indeed well done and so are the character designs. There’s a certain amount of cool seeing our P.I jump and cling to ledges with ease and slash at otherworldly contraptions with exceedingly bright glances of his sword against a brooding, appropriately pulsating soundtrack.
Combat/navigation can take time getting used to with the rather unforgiving precipices you start out upon and brutal enemy A.I., especially when MindSeize reverts normal game logic in granting melee dominance over gunfire.
The catch being that while melee attacks require a charging period, gunfire is meant to weaken your prey until they’re close enough for the final blow. There was a checkpoint/spawn portal at the start of the level that gave me a maximum of three retries, while the full game will contain a ship hub wherefrom you may interact with your crew, craft equipment and choose your heading.
Kamina Dimension also claims to have the prototype of a MindSeize mobile accompaniment in the works, that will potentially allow players to send out crew units to scavenge resources across the universe while you attend to more pressing matters.
So potential’s definitely here, yes, though I’m not entirely sure if that alone would suffice to make its $25,000 goal. Note that full production began only this past January and as such, the team admits it could use all the help it can get in the story department for now.
I’m happy that it claims to have the funds necessary to continue development regardless. Try it yourself.