Physics drive me nuts. This has nothing to do with how much trouble physics causes most students. Although, psychologists are very thankful for physics because they are able to explain visual perception. We humans actually perceive a small portion of wavelengths that consist of color. Within this limited spectrum is a wide array of colors to appreciate. Unfortunately, there are people who cannot appreciate them. This is usually due to genetics. As such, there are people who are blind in various degrees. Why the short physics and psychology lesson? Because it is the perfect segue for Xbox Live Indie Game’s BlindGiRl.
BlindGiRl follows a teenage girl who happens to be blind. Somehow, she stumbles upon the notes to a song that allow her to “see” her surroundings. Initially, she uses the sound of her footsteps to sense what is around her. Then you find the first note, and the labyrinths begin to open to you. Unlike her footsteps, the song allows her to sense farther and more clearly than just mapping the space by feet.
Gameplay is that of a typical labyrinth game: You wander around until you reach the exit. In the case of BlindGiRl, it’s the next note in the song. Tilting the left control stick influences how quickly she moves around the maze. The A button will make her sing while the X button will make her scream (quit the level). Each new level adds a new component to the labyrinth. Red eyes can track her by the sound of her footsteps while green eyes can locate her by voice. There are boxes that can be broken by sound. Ruby shoes teleport her from place to place, and glass allows sound to pass through.
Presentation is basic. And it works. The girl is represented by a simple black and white head with pigtails with some minor details. Sound waves are clearly in their respective colors and will slowly fade away into the ether. The eyes will flicker and flare up when “bothered.” And walls can only be seen when there is sound around.
The sound design is also basic. Footsteps are heard as she explores her world. She screams when an eye touches her. The song doesn’t contain her voice but instead consists of a pleasant piano melody, and she’ll cough when you move while singing. Eyes growl and “pulse” when angered with noise.
What surprised me is that there were more tense moments in BlindGiRl than in the average action game. Not knowing what was beyond each corner was a joy. Figuring out how to avoid detection was tricky and involved a bit of luck as well. But it is sweet to figure out the proper method of level. And if you mess up a section of the maze and are attacked by the eyes, you start the beginning of the section.
BlindGiRl raises a very interesting question: Is this what it means to be blind? Sight is an integral aspect of most people’s lives. I cannot imagine my life wandering about halls not being able to see where I am going. However, everyone has a mental map of places. So, is this an actual representation of what goes on a blind person’s head? More probable, I think, is that this is a creative take on what is going on.
Regardless, for a single dollar (80 Microsoft Points), BlindGiRl is a lot of fun. It’s an intriguing game that builds upon the concepts of the previous level. It’s everything you want out of an exploration game: hidden dangers beyond each corner and a little piece of treasure hidden underneath it all. I only wish it were longer. But it is hard to argue with a game that is well-made. So who is up for a creative puzzle game that gives an interesting take on sight?