Way of thinking Review

Way of thinking Review

State of Mind on PC

The future, if near or distant, remains ripe territory for games to explore themes and philosophical questions for those of us who live out our days previous to such societal changes. Numerous narratives tend to explore these ideas through the lens of technological advancement, it’s that telling an original story within a captivating way becomes a lot more rare. A lot more tales that depict a society consumed, in any other case somewhat defined, by its futuristic tools, the higher it is actually to miss brand new ones, dismissing them as retellings of classics that overly trust in genre tropes to spin their yarn.

It is actually difficult to know a wholly new story typically, far less one that falls inside the sci-fi spectrum, but Daedalic Entertainment’s Frame of mind meets that challenge head-on in a fashion that stands as a successful amalgam of science fiction’s greatest hits without ever truly flirting with perfection.

Setting its story with the backdrop of Berlin circa 2048, State of Mind places players inside the shoes of Pulitzer-winning journalist Richard Nolan, a gruff cynic by using a strong abhorrence towards the technological advancements permeating everyday routine. Nolan’s absolute goal of piecing his memories back together while tracking down his missing wife, Tracy, and child, John, using a supposed auto accident quickly spirals in a tale of transhumanist conspiracy and cyberpunk terrorism which is that will renowned scientist Dr. Raymond Kurtz has long been uploading people’s consciousnesses, including an incomplete upload of Nolan, in the virtual city known simply as City5. From there, Nolan must cooperate with his City5 double, Adam Newman, so as to discover mystery and look for his missing wife and child.

Needless to suggest, there’s a lot of plot to unpack since the game progresses, with players taking control of numerous other characters beyond the borders of Nolan and Newman when the narrative navigates multiple twists and turns. Situation is without a doubt the star of the game while it carefully combines many issues with sci-fi favorites towards a dense, substantial stew. A lot of the story elements feel familiar and merely satisfying enough and keep players intrigued of what comes next despite not wholly unique. Precisely what is unique could be that the mix works so well. While you will discover characters and plot threads that would’ve been a great deal more impactful had they been expanded upon, Nolan’s core mission remains a good enough kernel to restore to the top.

Where the video game begins to slip up is set in its characterization and world building. The dichotomy between Berlin and City5 is represented rather simplistically when compared to State of Mind’s layered plot. It usually is cloudy and dark when you navigate the police bot-lined streets of Berlin while City5 exists within a constant sunny state where every inhabitant greets a single day that has a smile. Real life occupational struggles are replaced by celebratory promotions. Drug dealers are substituted with bartender bots. Truly the only similar trait the two main cities manage to share is the severe absence of people of color. Berlin and City5 exist on opposite ends of the spectrum that can make neither truly memorable, leaving both as husks whose just use can give a track to another location objective.

Both worlds only be more fleshed out when interacting with the game’s characters. Over and above one or two that succumb towards the pitfalls of stereotypes and cannon fodder, State of Mind’s cast provides a large choice of engaging characters, that includes their own motivations, emotions and moral struggles. Some of the most impactful moments on the game come when players are offered control of someone except for Nolan or Newman. These little glimpses into the thought of these supporting characters actually linger longer within the mind than some of the main characters’ experiences, with the ones from Lydia and Nolan’s robot helper Simon standing up for in stellar fashion.

The largest crime is that Nolan persists since the power with the game. His cynical opinion of technological development discovered more as blind caustic prejudice fueled by a anxiety about the unknown than mistrust. His motivation to uncover his missing wife and child holds little meaning beyond them being his when he admittedly has little connection to his son brilliant marriage have been within the rocks for a long time. Nolan is supposed to end up being the quintessential reluctant antihero, but he results in as the sentient ball of anger whose first instinct should be to lash out at anyone and everyone he comes across. In fact, the only real times he is apologetic for his actions is either when a character aids him or as soon as the player chooses being for him. This insufficient an internal arc eliminates any feeling that some late-game plot elements are earned and makes the game’s ending land with diminished amount of an impact personal computer already does.

State of Mind stands since the most ambitious brainchild of award-winning German game writer/designer Martin Gantef?hr plus it executes its purpose as the satisfactory narrative-driven experience despite it uninspired setting and disappointing main character. The puzzles are benign enough as to not impact the pacing, as well as the questions raised aren’t enough to ignite a wholly new philosophical discussion on transhumanism, although the plot hits in excess of it misses and stays entertaining enough throughout. The shame would be that it happens to be so much more.

Score: 3/5 – Fair


  • Engrossing, entertaining cinematic narrative.
  • Well-developed supporting characters and scenes.
  • Puzzles don’t overstay their welcome.


  • Underdeveloped and stereotypical supporting characters and setting.
  • The ending doesn’t resist the narrative.
  • Richard Nolan.

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