Reviews from

in the past


Tenían la posibilidad de hacer algo bueno, pero el efecto de el mapa apareciendo marea más que otra cosa, el personaje va a 1 mm/año, incluso en la parte que se supone que ya ve, se queda atrancada en cualquier lado y tras 1 hora no han hecho nada de nada con la buena idea. Fatal.

Really sweet and admirable - in theory - and sadly a bit of a punishing slog in practice. It's saved by being quite pretty and rocking up with a pretty devastating ending.

Beyond Eyes is a modern fairy tale about finding courage and friendship. Step by step, uncover an incredible world, carefully guiding Rae, a young blind girl, on a life changing journey.

Beyond Eyes is a unique and beautiful game. I really loved the premise of getting to unlock the watercolor world as Rae adventures out for the first time. You discover things might not be as Rae hears them, as you investigate further and go forward on the journey to find your cat friend, Nani. You conquer Rae's fears, explore a world she can only "see" through her other senses.

I get that Rae is blind and probably doesn't want to dart about anywhere for fear of bumping into something. I get that this game defines itself as a 'walking simulator', and I've enjoyed other games in the genre before, but the problem with this one is that it's just very very slow. The game has only a few hours of actual "gameplay", but its amplified by the fact that the main character walks everywhere really slowly, which then boosts the "gaming" hours.

Nevertheless, the game makes you feel things through the main character, like happiness, sorrow and fear. The Game has adorable animals and a colorful atmosphere. It has simple, yet soothing, soundtrack and it looks quite pretty. Taking all of this into consideration, I will recommend the game. Sadly it's not sold through steam anymore, but if you manage to get yourself a copy, it's worth playing through for sure!

Visually beautiful and peaceful walking sim, with a bit of emotional ending.

I recommend it, but keep in mind that it requires a lot of patience due to its intentionally slow walking speed. While the gameplay may be minimal, the aspects it does offer are nicely done

Tip to ocd crowd: You don't need to uncover ever little bit of terrain, but if you want to 100% achievements, do explore thoroughly.


Joguei a bastante tempo, mas esqueci de adicionar aqui. Jogo bem interessante, e bem bonito também.

It's been a few days since I've finished my playthrough of Beyond Eyes, and I still don't exactly know how to put it into words. In a way, this is a good thing: an old tutor of mine once defined art as "something that you cannot properly describe with words," and I'd say this game absolutely fits the bill. Recontextualizing this in the scope of a lot of the games I've played and reviewed recently, here's my interpretation of that definition: a compelling artistic video game tells a story or evokes emotions that cannot be as effectively accomplished in any other medium, and once again, I'm forced to conclude that Beyond Eyes also matches up to scale here. Yet at the same time, I'm not sure if I found this game particularly fun or gripping to the point where I would recommend this without reservations to others, and it's this inner struggle that I've been dealing with that I will attempt to reconcile as I go along.

The story unfolds as one day, a girl named Rae is blinded from a fireworks accident and must now adapt to a much different way of life. Some time after this accident, she befriends a cat that she names Nani, and a winter later, Nani is nowhere to be found. Thus, she must now venture into the unknown (in many respects) to figure out what happened to her newest friend, focusing on not what she has lost, but what she can still gain.

Beyond Eyes could be described as an attempt to translate her experiences into a playable form, turning her necessity of relying upon her other senses (mainly through hearing, touching, and smelling) into what is essentially a walking simulator with some sparse interactions. As you slowly make your way through this blank canvas of a world, more and more details are "painted in" through the interactions of Rae's other senses, with obstacles often appearing quite suddenly as you walk around due to not having the ability of sight to spot the landscape from afar. By no means is this a 1 to 1 reproduction; you obviously can't reproduce smells and touching surfaces on a video game console or a PC, though it's nevertheless been transcribed in the form of colored lines (ex: a flowing yellow line for smell) for the player to imagine. At times, you'll need to use those context clues provided by those colored lines to interact with objects in the environment in a very careful and gentle way, such as when Rae must feel around to climb over shorter sections of a wooden fence or carefully dips her toe forward to avoid falling into a river when crossing on a series of stones.

I'm most likely not doing the gameplay description justice, because ultimately, I think this is a case where words fail to accurately describe the experience. Is it actually fun to plod around slowly while walls appear out of nowhere as if the game's got a draw distance of a foot? Perhaps not. Yet, it's the attention to detail that keeps me captivated here and from totally dismissing this as yet another unrealized art project. The creator of the game, Sharida Halatoe, once stated that the game's distinct watercolor-like artstyle is due to the visuals serving as a projection of Rae's imagination; she "sees" the world in this way because of what she's seen prior to blindness, like that of what she remembers from picture books. Because she doesn't have that ability anymore, her reliance upon sound means that she can perceive noisier objects, such as a bird chirping or a river flowing, from farther away until she can rely on smell or touch to pick out closer objects. It's why she "sees" the river from across the landscape, but the bridge isn't spawned until she's physically walking across it. This idea of challenging her perception is prevalent throughout the game's runtime as well, as the vision of what she hears and initially perceives some objects as are overwritten when she approaches closely enough; one instance of this occurs when Rae approaches what she thinks is a clothesline fluttering in the wind, but when she gets close enough, she realizes that it is in fact a scarecrow without a head with a crow perched on top. Certain elements of the unknown such as these also create fear in Rae's mind and takes a "true identity" of its own through thick inky lines and eerie, discordant tones, draining the coloring book of its vibrancy; it'd be easy to write this off as adding elements of atmospheric tension to the gameplay, but I see it as another illustration of how the blind perceive the world around them. There's a lot of attention to detail in attempting to communicate this different way of life, and I would be a fool to disregard that.

Perhaps the game's artistic merit is best highlighted in Chapter 5, where Rae must make her way through an intensifying storm across a pier towards cat noises that she heard at the very start. It's easily the most challenging part of the game, as you must slowly navigate across a gradually spawning wooden platform across the perceived ocean with few landmarks recognized, with even these few landmarks and previous ground covered "erased" by the sound of the pouring rain washing away any scents beside the sea. Again, is it particularly fun getting lost in a seemingly endless white room with only your immediate surroundings and memory to go off of? No... and in fact, it's quite frustrating and often scary. And perhaps this is the exact point of the whole exercise: trying to translate the experiences of a blind individual through an interactive medium that couldn't otherwise be expressed as strongly as a simple observer. I think it would be a fool's errand to try and judge this by the same standards that we use to consider mechanically and technically whether or not we find something "fun," for these kinds of experiences turn the whole idea of what we consider an effective video game on its head, and instead beg us to consider looking through the lens of a different individual and walking a mile in their shoes as a way to invite us into another world while savoring that of our own world.

Now, I did say that this write-up would also entail some degree of reconciliation, because I do have a few laments where I think the game could be improved. I was originally playing this on my Steam Deck, as a more intimate way to interact with the objects on screen, but later switched to playing this on desktop with a connected controller in hopes that there would be rumble interactions on a controller. Unfortunately, I don't believe that any rumble interactions were built in to the game, and I feel that this is a genuine missed opportunity; I understand budget constraints and that the sense of touch cannot be replicated perfectly even in an interaction medium such as video games, but I think adding vibrations where Rae would have felt vibrations under her feet (such as the ground quaking from a jackhammer, or a dog shivering from her touch) would have elevated the sensory experience even further. There are a few optional interactions with the environment that aren't very obvious, and I unfortunately can't recall any green ribbons serving as indicators for those cases; again, I understand that this might go against artistic vision in that it shouldn't be realistically obvious to interact with those elements from the perspective of a blind individual, but I do think it's a shame that I never got to see those interactions unfold and I'm not particularly interested in slowly backtracking through levels and using an achievement guide to track down and proc those interactions after finishing. And finally, I do think the relationship between Rae and others around her (mainly the friend she makes, Lily, as well as Nani) could have been further developed, as I found the ending quite abrupt, though the game's short runtime at least justifies this lack of scope towards that narrative development.

Ultimately, I've decided to not mark a score on Beyond Eyes, because this is a very strange case for me; it's one of those games where I don't think I actually enjoyed playing it very much, but at the same time, I can't help but appreciate what's been created here. Recommending it feels strange too, because it's a very niche title that's not easily accessible to others looking for more traditional games with clearly defined objectives and fail-states; this is instead the tale of a blind girl struggling to make sense of what is left, but finding much meaning in what she is able to make sense of. It is unfortunate that the game was met with such a degree of mixed reception and that a dispute between the game's publisher and creator has led to Beyond Eyes being delisted on Steam, though keys of the game are at least still being sold on external key stores even if Halatoe is no longer making any pennies off of it. Having said that, if you're looking for another ambitious "game for change" that may not be particularly enjoyable to actually play but nonetheless pushes the envelope of video game communication and exploration of the medium, perhaps you'll find that experience in Beyond Eyes.

Extremely beautiful game, awesome to actually see a blind girl featured prominently in gaming, and a delightful space for exploration. But the game hobbles itself with extremely slow, plodding walking speed and a incredibly simple premise. The game isn't very long, and the story can be meaningful for some. But it also leaves a lot to be desired.

The core mechanic of blindness in this game is a really nice idea but I personally feel like it would work in a game that's more gameplay-oriented within an action-adventure game rather than this interactive artwork. The story is kind of predictable but it's carried along by a pretty nice art style.

Esta cute, pero joder que aburrido

A walking sim that tries to accurately portray blindness and fails. I'm legally blind. I appreciate their effort but it's not a fun game.

First off, this game is pretty.The watercolor graphics are nice. It controls fine. It does have a few good ideas. The whole noise system is neat. She hears something but doesn't know what it is. Only figures it out when she is close. Cute idea. Kind of accurate to real life.

So as I said, this is a walking sim. It's pretty much only walking. Painfully slow walking. I get it, she can't see and thus walks slow. But it's not fun.

Okay here is where I get real critical. The story. It's cute, but there are some major issues in terms of accuracy. I want to remind you, I'm legally blind.

First, this is like an 8 year old girl. Where are her parents? And why would any adult leave her unsupervised knowing she is blind. That's bad parenting.

Secondly, where is her cane? She should know how to use a cane as this point. She is 10 and as far as we know, she was born blind. As someone who uses a cane for their sight, it is beyond me, why she doesn't have one. If she would one, have more confidence walking around and two, not fall, trip and struggle so much.

Like I appreciate the devs tried to make a game about someone who is blind. I appreciate they tried to convey a blind person's experiences of the world. However, I don't feel like they spoke to anyone in the visually impaired community.

The game is soooo tedious with such an obvious story. A for effort but fails in most ways.

Yes it's a walking simulator. But it is oozing with style and charm, and managed to make me cry at the end.

Interesting indie game, short and emotionally impactful. Not much on the gameplay side of things but if your looking for a graphically pretty game and don't mind the slow pace of a walking sim then check it out.

✔️ Verified Steam Deck compatibility.

The main mechanic and narrative are pretty unique and inmersive, but it feels a bit slow/frustrating sometimes. The ending :((((

For what should've been a beautiful little game with interesting ideas turns into an activity equally compared to watching paint dry for an hour.

An annoyingly slow moving character, ridiculous bounding boxes around objects, tedious gameplay and simplistic puzzles utterly ruin what should have been a short but beautiful little adventure.

Como concepto es interesante: ponernos en los pies de una niña ciega para experimentar como ella "siente" el mundo. Como juego y entretenimiento...no tanto.

Al cabo de 5 minutos ya mostró todo lo que tenía para ofrecer, que se resume en: caminar, revelar el mundo y de vez en cuando interactuar con el entorno. Tampoco ayuda que la niña camine muy lento, lo que hace mas tediosa la experiencia, por fortuna no es tan largo, unas 2 horas que no creo valgan la pena invertir "jugando" esto. No es joda si digo que literal lo puedes jugar con una sola mano jaja.
Eso sí, se ve bonito.

A diferencia de algo como "Journey", que considero como una auténtica aventura interactiva, esto más lo veo como una "demo técnica" de una de las partes de un juego mucho mas grande y completo.
La intención era buena, pero la ejecución deja demasiado que desear.

An initially interesting concept and aesthetic, but it's really not enjoyable to play. It's painfully slow, the story doesn't go anywhere and the game mechanics do not change from beginning to end.

Completely shallow both in gameplay and story. Hides behind the artistic facade which is to blame for all the annoyances in the gameplay like; backtracking, slow speed and wandering around getting stuck on random objects appearing. But all for a story that says nothing and with a set up that feels cheap.