Fractured Minds

A Discussion on Depression and Polygonal Wolf’s Drowning

A Discussion on Depression and Polygonal Wolf’s Drowning

To Validate and Vilify

Both this video and my walkthrough of Fractured Minds have felt like progress, even more than my “I Can Do It Better” series.  My commentary has more focus, and I don’t feel the pressure to crack jokes.  I have experimented more with video editing, even if all that I have done is add shadows to text and make transitions a little smoother.

My current dilemma relates to how I critique these video games which focus on mental health.  Both Drowning and Fractured Minds don’t function well as traditional video games, and I was particularly ruthless in my review of Drowning.  Polygonal Wolf and Emily Mitchell delivered very important messages, and I cannot emphasize enough how relevant their stories are as we raise awareness of mental illness.  They serve as great discussion topics.

They’re also bad games.  I would technically recommend Think of the Children over these two.  That’s a damning statement.

“Important message” and “bad game” don’t usually mix in the same review.  It creates confusing criticism.  I’m essentially presenting a trophy to these developers and then shitting all over it.  At the podium.  In front of their family and friends. 

You get the point.  It feels cruel.

As with many dilemmas, I question how I would want others to treat my work.  Back in college, I wrote a series of poems for a class, most addressing some form of my own struggles with mental illness.  As an aspiring writer, I obviously wanted my peers and teachers to praise my work and offer their opinions. I think I also hoped someone would recognize the pain I had experienced and had said, “Wow, that’s tough.  Thanks for sharing that.”

So, Polygonal Wolf and Emily Mitchell, I critique your work, and I hope I am not too petty or catty.  I hope that I perhaps gave some constructive feedback.  I also genuinely appreciate what you both have shared.  I can only imagine your experiences have been tough, if your games are any indication of what you have been through.  Thank you for sharing these stories with the world.  That takes guts, and you should be proud of yourselves.

Now, I don’t suggest you take the trophy home.  I made it a bit filthy.

Posted by Solomon Rambling in Journal, 0 comments
A Mental Health Walkthrough: Fractured Minds

A Mental Health Walkthrough: Fractured Minds

A Message More Than a Game

Fractured Minds should not be reviewed as a traditional video game.  Emily Mitchell designed the game by herself over the course of nine months for a BAFTA contest, and she intended to send a message rather than create the next Celeste or Hellblade:  Senua’s Sacrifice.  However, my neuroticism will never forgive me if I do not review Fractured Minds and give it a score.  As such, for my sake, I have developed a quick review here for my records.  For a more relevant overview of the game, see the attached video.

What is it?

Fractured Minds offers six chapters, all focused on an element of mental illmess (specifically anxiety and depression).  You take control of an unseen character who must solve simple puzzles in order to progress to the next chapter.  These puzzles pose little challenge and exist largely to guide you in exploring each environment.  A Slenderman-like monsters follows you throughout the story while a narrator points you in the right direction while criticizing most of your actions. The game can be completed in under 25 minutes, allowing you to reflect on the entire experience in one sitting.

What’s good?

The visuals are clean (albeit simplistic), and the soundtrack caters well to the overall tone of Fractured Minds.  Most of the themes conveyed through the chapters (loneliness, stress, self-doubt) will resonate with almost everyone.  Ms. Mitchell’s message at the end of the game is also heart-warming and motivational, and I imagine many will find comfort or encouragement from her words. 

What could be improved?

The controls are imprecise, and the camera can be difficult to tame.  Although neither affect the gameplay significantly, they are distracting.  As a traditional game, Fractured Minds does not offer inventive puzzles or unique gameplay mechanics, so unless you buy into the mental health message, you will find little to entice you.  More chapters would have also been welcome in addition to a more developed ending, allowing Ms. Mitchell to explore mental illness more in-depth. 

What’s the verdict?

Above all else, Fractured Minds offers us a window into Ms. Mitchell’s experiences, one which allows us to relate to her or understand what mental illness can be.  For those looking for a game like Night in the Woods or Gone Home, you may want to look elsewhere. For those who are unfamiliar with mental illness or who have begun to struggle with symptoms of depression and anxiety, the game may be a worthwhile download to begin one’s exploration into psychology, mental illness, and recovery.

Posted by Solomon Rambling in Journal, Review, 0 comments