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MindsEye

A screenshot featuring the character from MindsEye.
Esports

MindsEye lead actor breaks silence on negative reception: “I completely understand”

by admin June 26, 2025



MindsEye’s lead actor, Alex Hernandez, has spoken up for the first time since the game’s rocky launch, saying he ‘completely understands’ the frustration.

The debut release from Build a Rocket Boy, a studio founded by ex-Rockstar North president Leslie Benzies, didn’t quite go according to plan. MindsEye is currently the lowest-scoring game of the year on MetaCritic at 38 based on 12 critic scores.

For the most part, this score can be attributed to the many bugs hindering the experience at launch. Some are amusing enough to brush by, but others had a deleterious impact. The situation was similarly dire to the launch of Cyberpunk 2077, wherein, PlayStation was even issuing refunds.

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It’s been nothing but bad news ever since, with the dev team facing layoffs as a result of the poor reception. Now, the face of the game has broken his silence.

Alex Hernandez, who portrays lead character Jacob Diaz, admitted he ‘completely understands the frustration’ around MindsEye.

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MindsEye actor “understands the frustration”

“It’s had a complicated reception,” Hernandez said in an interview with Check It TV. As a gamer himself, the actor assured he empathizes with the community and those who paid to access MindsEye right out of the gate.

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“As a gamer myself, I completely understand the frustration. As a consumer, there’s a shared frustration. Why would you, as a company, release something that seemed to not be ready in that way?”

“I think it does more long-term harm than good to release something that feels like it’s in a state that’s less than 100%, and charge 100% of the price.”

Build a Rocket BoyMuch of the criticism around MindsEye stemmed from its gameplay, not its narrative.

Despite the reception, however, Hernandez reflects fondly on the experience as a whole, saying he worked with “good people who were trying to do a good thing.”

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“I loved working on it. The cast was great, everyone showed up and gave their all. I had a blast.”

“Games are hard to produce. It’s a really huge undertaking to get one off the ground at all. I’m proud of the people that I worked with. It’s a shame the gameplay, in particular, has received such negative reception.”

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Amusingly though, he’s not afraid to poke fun at the end product, even at his expense. Hernandez admitted he’s seen a fair few of the more viral bugs circulating across social media. Rather than being frustrated by them, he’s able to have a laugh, especially when they involve the protagonist.

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“In terms of the story and the cinematics, there are a couple of glitches I find amusing. Turning into some weird creature. I love that stuff.”



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June 26, 2025 0 comments
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MindsEye developer undergoing layoffs less than a month after launch
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MindsEye developer undergoing layoffs less than a month after launch

by admin June 25, 2025


Build a Rocket Boy has confirmed previous reports from IGN that it is undergoing layoffs less than a month after the tumultuous release of its first game MindsEye.

The Verge reached out to Build a Rocket Boy to confirm the layoffs, but they did not respond. In a statement made to IGN, Build A Rocket Boy wrote:

We can confirm that we have had to make the painful decision to notify our hardworking team of some internal changes at Build A Rocket Boy. While we are working to reassign roles for as many of those impacted by these changes as possible, sadly we are initiating a formal consultation process that may result in redundancies. This decision has not been made lightly, and we are committed to handling this process with transparency, fairness, and respect for all employees. We will provide further details to the team over the coming weeks.

MindsEye is a new futuristic, single-player narrative action game. It was billed as the starting point in an epic, interconnected universe by its creator, former Rockstar Games producer Leslie Benzies, who’s known for his work on the GTA series. Its release earlier this month was plagued by poor reviews, reports of major glitches, and even sponsored streams being cancelled moments before they were set to start.

MindsEye was supposed to be big. Build A Rocket Boy posted an in-depth roadmap filled with lots of new content updates stretched out over the rest of the year. There were also plans to add multiplayer and open-world elements with additional hopes that the game’s community would step up and provide their own labor.  “Hopefully some [players] will create compelling content we can then promote and make that part of our plans to push to other players,” Benzies said in an interview with gameindustry.biz.

Build a Rocket Boy has not confirmed the number of employees affected although IGN reporting suggested that around 100 workers would be impacted out of a total headcount of roughly 500. The company said in its statement it remains committed to delivering on its promises for MindsEye. But that will be exceedingly difficult in a climate where any new game with this kind of scope is fighting against forever games like Fortnite and Roblox.



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June 25, 2025 0 comments
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MindsEye developer reportedly prepping for layoffs after botched launch
Game Updates

MindsEye developer reportedly prepping for layoffs after botched launch

by admin June 24, 2025


MindsEye developer Build a Rocket Boy has reportedly started the layoff process at the studio, after an underperforming launch.

The report, written by IGN, states the developer has informed staff the redundancy process has begun, with sources claiming over 100 employees could be impacted.

A source who wished to remain anonymous told IGN the 45-day consultation process had begun, which according to UK law kicks into effect when over 100 layoffs are planned within a 90-day window.

You can watch our video review of MindsEye here!Watch on YouTube

This news comes after a launch which disappointed many eager fans waiting to play the game that had, originally, been touted as a rival to Grand Theft Auto. The game, since its release, has been plagued with bugs, performance issues, crashes, and what many have called ‘dated design’. Right now MindsEye is rated Mostly Negative on Steam, though a hotfix has been released to improve the game for those still eager to give it a try. However, even after the patch, things are still far from perfect.

Prior to its release, the CEO of Build a Rocket Boy suggested negative reviews had been paid for, though the publisher of MindsEye IO Interactive did not share this belief when asked by IGN.

In Eurogamer’s review of MindsEye, writer Rick Lane wrote: “although it shows some early promise, MindsEye is sunk by a ridiculous story, inconsistent writing, poorly designed mission scenarios, and utterly atrocious combat.”



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June 24, 2025 0 comments
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MindsEye gets patch update to make the dang game work
Game Updates

MindsEye developer Build a Rocket Boy reportedly laying off at least 100 employees

by admin June 24, 2025


MindsEye developer Build a Rocket Boy is preparing for a round of layoffs after the rough launch of its debut game, according to a new report from IGN. An anonymous source told the outlet there’s no definitive number yet as to how many people the studio is laying off, but it could be 100 or more.

UK labor law states that an employer that is proposing 20 or more redundancies at one “establishment” within 90 days must go through a process of collective redundancy consultation before the redundancies can go ahead. This means informing and consulting appropriate representatives of the affected employees to allow them to meet with the employer. This consultation must begin at least 30 days before the first dismissal (for cases of under 100 dismissals), or 45 days before (for more than 100 dismissals). According to the anonymous source, for Build a Rocket Boy’s case, a 45-day consultation period began on Monday, June 23. According to IGN’s report, Build a Rocket Boy has roughly 300 employees in the UK, so a third or more of its UK workforce may get laid off. The studio also employs about 200 people outside of the UK, and it’s unclear at this time if they’ll be affected as well.

MindsEye originally began as a game inside Build a Rocket Boy’s Roblox-like platform, Everywhere. That content platform isn’t out yet, and, with the studio’s impending layoffs, it’s unknown what the future holds for it.

MindsEye is out now for PlayStation 5, Windows PC, and Xbox Series X.



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June 24, 2025 0 comments
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The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA
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MindsEye developer confirms layoffs as it “focuses on updates and performance optimization for MindsEye”

by admin June 23, 2025


MindsEye developer Build a Rocket Boy has confirmed it has “had to make the painful decision” to lay off staff.

The studio’s inaugural title was met unfavorably by both critics and players alike, with the team saying on Discord that it was “heartbroken” about the ongoing optimization and performance issues.

According to IGN sources and our understanding of the UK’s redundancy legislation, over 100 developers could be at risk of redundancy, although the studio itself has not confirmed how many jobs are now at risk.

“We can confirm that we have had to make the painful decision to notify our hardworking team of some internal changes at Build A Rocket Boy,” the studio said in a statement to GamesIndustry.biz.

“While we are working to reassign roles for as many of those impacted by these changes as possible, sadly we are initiating a formal consultation process that may result in redundancies. This decision has not been made lightly, and we are committed to handling this process with transparency, fairness, and respect for all employees. We will provide further details to the team over the coming weeks.

“The launch of MindsEye has been a significant milestone for Build A Rocket Boy, but we know that we still have a lot more to do to grow our community in the coming years,” the statement added. “The challenges we’ve faced have only strengthened our resolve and, while we are deeply saddened by today’s decision and thankful to our incredible team, this shift allows us to focus on delivering ongoing updates and performance optimization for MindsEye, while also ensuring the long-term success of Build A Rocket Boy’s future ambitions.”

Build a Rocket Boy’s chief legal officer and chief financial officer left the company a week before the game’s June 10 release.

Over 2300 developers have lost their jobs in 2025 so far, with cuts and closures at Freejam, Splash Damage, Piranha Games, Jar of Sparks, Ubisoft, ProbablyMonsters, Iron Galaxy, Sumo Group, Liquid Sword, NetEase Games, Toast Interactive, Night School Studio, Striking Distance, Until Dawn remake developers, Ballistic Moon, Eidos Montréal, PlaySide, AppLovin, Nerial, Reality Labs, and, most recently, there have been multiple cuts at EA, including Respawn, People Can Fly, and Jagex.



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June 23, 2025 0 comments
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MindsEye has abject technical performance - even after its latest patch
Game Updates

MindsEye has abject technical performance – even after its latest patch

by admin June 20, 2025



The poor technical state of MindsEye – the debut game from developer Build a Rocket Boy – is well established by this point. The bottom line is that as a £55 or $60 purchase, there is only morbid curiosity in checking it out at present with glaring bugs, low frame-rates and crashes blighting the experience on console. In fact, having tested all PlayStation 5 and Xbox Series machines on its latest update 1.07 (or 1.04.4 on Xbox) – as released on June 18th – it appears little has improved post-launch. For all its potential as a futuristic, open world action-shooter, there’s no question that MindsEye remains in an undercooked state. An apology has already been issued by the developer, while the problems run deep enough in its launch week that Sony is allowing refunds via the PlayStation Store – a rare manoeuvre for Sony that calls to mind Cyberpunk’s troubled launch back in 2020.


Still, as an Unreal Engine 5 title, the game’s focus on Lumen and Nanite – plus vehicle simulation and physics – has echoes of the Matrix Awakens demo released back in 2021. MindsEye’s feature-set is uncannily similar: Nanite, Lumen, open world – and sadly this also extends to the state of its performance on consoles. All machines appear heavily CPU bound in a similar manner with traffic build-ups and destruction causing sizeable sub-30fps drops. Even in the best case, all consoles – including PS5 Pro – also run with an unevenly frame-paced 30fps cap meaning judder is a problem. Meanwhile, there’s visible screen tearing at the top of the display, which is exacerbated by drops into the 20-30fps range.


The basics first: there are no graphics modes to consider in MindsEye and every console runs with a 30fps target. In terms of native resolution, there is dynamic scaling in play, with PS5 and Series X typically running between 972p and 1008p. In terms of the PS5 Pro enhancements meanwhile, Pro boosts its resolution to a higher 1296p average value in most areas. This jump in image clarity is really the full extent of the PS5 Pro upgrades though, as most other settings – shadows, textures and world draw – appear similar to base PS5. Sony’s PSSR upscaler is not in sight either, with PS5 Pro using the same upscaling solution as other consoles. Finally, we have Series S, which typically runs at 720p, with spikes to 756p.

Despite its first patch, MindsEye continues to exhibit poor performance on consoles – seemingly down to an over-taxed CPU.Watch on YouTube


Xbox Series S is an outlier given its 4TF power profile, and it resorts to the greatest setting cutbacks as a result. It’s the one most deserving of a comparison and next to Series X, texture quality is dropped and shadows default to a lower preset with obvious dithering on edges. Transparency effects also run at a much lower setting with visible pixellation on fire effects while reflections take a hit in coverage across the metal sheen of interior walls. In matching cutscenes between Series S and X, there’s a higher frequency of pop-in for texture assets and shadows maps too. Finally, image quality is also remarkably blurry on all consoles – even on PS5 Pro – but Series S takes it to a further extreme owing to its native 720p count. The upscale often struggles to resolve the game’s distant detail, with chase missions set to long highways, or drone missions across the sky suffering the most for it.


Speaking of performance, there’s no escaping the fact that this is a 30fps-only experience, with higher frame-rates reserved for PC only. A large chunk of the game including combat missions and interior areas technically run at the 30fps line, but the overwhelming problem is that frame pacing is much too inconsistent all round. Taking PS5 Pro for example, the frame-time graph trills between 16, 33 and 50ms constantly in the big city, meaning it rarely feels smooth in practice. Driving at any pace through congested streets feels choppy, while hitches above that (spiking to 80ms and beyond) only add to the choppy, erratic sensation. It genuinely makes it tough to thread the needle between two packed lanes of traffic or to line up a head shot during combat. Towering above these issues is the potential to go under 30fps. This is re-tested on the latest patch 1.07, where an on-rails shoot-out through the city still has PS5 Pro dropping into the 20s. We’re pushing close to that 20fps line at points and the fact is that PS5 Pro’s GPU boost over base PS5 doesn’t alleviate the issue, suggesting a CPU bottleneck.


The situation on base PS5 is remarkably similar, with a choppy 30fps line due to uneven frame-pacing, plus screen tearing. Again this is technically a 30fps experience in the main, but the uneven cadence (plus hitches) truly affects the flow of any action. MindsEye also hits lower lows in frame-rate on base PS5: again the on-rails shootout mission puts PS5 at the lower end of the 20-30fps range, even finding itself at numbers like 18fps. In other words, there’s a small Pro advantage in this stress point but it doesn’t count for much when playability is this dire. If there is a plus side here, it’s that MindsEye’s vehicle physics, car handling and suspension, are at least somewhat satisfying, marred by sometimes brutally low frame-rate.


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Both Xbox Series X and S versions suffer from all the very same problems: the uneven frame-pacing, hitching, tearing, and the sub-30fps drops are all present. Xbox Series X perhaps holds up better overall during the on-rails shoot-out with drops to the mid-20s rarely descending much further down the graph. It’s hard to recommend Series X on those grounds alone, but the outlook so far is that it’s potentially better than base PS5. On the other hand, Series S gives us the most damning result of the four machines with the same on-rails sequence taking us to an 18fps low, and then crashing. The software simply froze up on my first play-through of this mission, forcing me to close the game manually and restart the app all over again. Others have reported crashes in a similar vein, and it’s the most crucial issue that needs to be addressed.


Mindseye is a release that looks and plays like it’s months away from being ready for release. It’s not a complete write-off: the framework of an entertaining enough game lurks beneath its myriad issues, but it clearly needs more time. The few positives to mention include aspects of its car physics, the suspension model, which offer a satisfying enough sense of weight as you drift around a bend. Also, there’s undeniably some superb character rendering put in close-up shots for its many (often quite lengthy) cut-scenes. Character models are crisply detailed with every blink and smile brought to life by accurate motion capture performances. Credit where it’s due, the direction of these scenes is a highlight.


Overshadowing all of that is the frame-rate and the game’s bugs. Based on my time with it so far, a bulk of the bugs relate to enemy logic. Some enemies simply do not move, others have buggy collision detection, making them impossible to shoot, or awkward cover animations. In other instances, they disappear on the spot after dying. Likewise, despite its upsides, the car physics produce laughably wild outcomes at times, where even a small piece of debris might send you spinning to the sky. The traffic in the city is also often bull-headed and mindless, barrelling straight at you in a way that defies any real-world common sense. In one instance a target enemy car got stuck in a parking lot, essentially making the mission impoossible to complete. This is all scratching the surface – especially with so much of the story left to see – but it does point to the range of gameplay issues that need fixing.


All that’s left to be said is that I hope it is eventually fixed, because MindsEye has a faint hint of potential beneath its issues. Let’s be clear, this is never destined for Cyberpunk or GTA levels of greatness, but as a simpler action game using an open world format to stitch together its missions, it might have some merit. Sadly, Build a Rocket Boy is in a position of needing to make up ground on quality control – and quickly too – now that it’s actually being sold to paying customers. Whether that can be done in reasonable time, or if a recall, and later re-release is a better route, remains to be seen. Either way it’s difficult to recommend MindsEye in its current state on any console, which is a shame.



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June 20, 2025 0 comments
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MindsEye review - calling it outdated is an insult to old action games
Game Reviews

MindsEye review – calling it outdated is an insult to old action games

by admin June 17, 2025


Although it shows some early promise, MindsEye is sunk by a ridiculous story, inconsistent writing, poorly designed mission scenarios, and utterly atrocious combat.

You might not believe it based on the score, but I was fully in MindsEye’s corner during the runup to launch. There was a time when cover shooters and city-sized driving games were wearyingly common, but at a time when every action game is a soulslike, a roguelite, a live-service multiplayer shooter, or Doom, the good old fashioned GTA clone is a rare treat indeed.

MindsEye review

  • Developer: Build a Rocket Boy
  • Publisher: IO Interactive Partners
  • Platform: Played on PC
  • Availability: Out now on PC (Steam, Epic), PS5, Xbox Series X/S

So there’s room in my life for a bit of cars wot gun fast, and I was hoping Build A Rocket Boy’s debut game would defy all the pre-release doubters, revealing itself as a thrilling tribute to a bygone era. Sadly, if anything the sceptics were too charitable. MindsEye is an unmitigated disaster, with flaws that run so much deeper than the technical hitches and deformed digital faces doing the rounds online that you’d need some sort of pressure-resistant submersible to pull them out.

Yet as I polish the size 12 steel toecaps for the booting that is to come, I would like to highlight some things I like about MindsEye. For all it does wrong, there are fragments of talent and artistry here, glimmers of the game it might have been had it been given more time.

One such thing is how it starts. MindsEye’s story revolves around Jacob Diaz, a military drone pilot who we meet in the desert on a mission to explore an ancient underground structure (the game has a running joke over whether this is a pyramid or a ziggurat, which isn’t remotely funny and a detail most of its characters would not believably care about in the slightest, but I’m supposed to be being nice right now, so let’s leave that be). Diaz’s drone, which he can control mentally via the ‘MindsEye’ implant in his neck, descends into the structure and encounters a bunch of strange glowing symbols on a door. The drone is zapped by a mysterious energy, Diaz collapses, cut to black.

Here’s a spot of MindsEye gameplay for you.Watch on YouTube

It’s a tight, tantalising prologue that lightly subverts your expectations at seeing dusty military men on screen. It’s also directed with the kind of cinematic flair you’d expect from a studio descended from Rockstar North. That flair continues through the prologue, and indeed, through much of the game. Discharged from the military and disconnected from his MindsEye drone, Diaz arrives in futuristic Las Vegas analogue Redrock city, moving in with a friend who has nabbed him a job as a security guard at Silva Industries. But Diaz has an ulterior motive. Silva Industries, owned and operated by tech mogul Marco Silva, manufactured Diaz’s MindsEye chip, and Diaz wants to fill the gaping holes in his memory left by the operation that separated him from his drone.

It may seem like damning with faint praise to point to the cutscenes as one of the best parts of a video game, but I always enjoyed watching MindsEye, even in its stupidest, most baffling moments. They aren’t quite the highlight, though. That would be MindsEye’s vehicles. Its electric array of sports cars, SUVs and offroad 4x4s are all sleekly designed, fit well with the near-future setting, and are generally fun to scoot around in. The driving model leans slightly more arcadey than modern Grand Theft Auto, but there’s still enough simulated weight to convince you that you’re dragging two tonnes of metal around every street corner.

1. Give us a kiss or the girl gets it. 2. There are some interesting mission concepts in MindsEye, but few of them are well executed. 3. Forget bungee jumping, Humvee jumping is where it’s at. 4. The symbolism of a minigame in which you dig your own grave feels a bit too on the nose.
| Image credit: Eurogamer / IO Interactive Partners

MindsEye occasionally puts its cars to good use too. An early sequence throws you into a car chase in the middle of a sandstorm, one which recalls the centrepiece action scene of Mission Impossible: Ghost Protocol. The long, winding route through the city is carefully orchestrated so you can barrel through backstreets and building yards to cut down the distance between you and your quarry. Perhaps it’s desperation talking, but there’s the tiniest hint of Uncharted 4’s jeep sequence here, and I briefly hoped MindsEye might be an entire game of similarly adaptive pursuits.

Unfortunately, car chases comprise only a small portion of MindsEye’s running time, and none of the others are as good as this one. Instead, vehicles are mainly used to travel between a handful of key locations in Redrock. This in itself could be entertaining in a more leisurely fashion, were it not for the fact that MindsEye seems reluctant to let you spend any time absorbing its atmosphere. When travelling to the next set-piece, characters constantly call you and aggressively demand you hurry up, get a move on, stop dawdling. It’s a bizarre reversal of Grand Theft Auto IV’s phone calls. Instead of friendly cousin Roman asking you to go bowling, you get verbally abused by your computer.

I can’t tell whether this is a poor attempt at maintaining tension, or if such urging exists because MindsEye doesn’t want you to stop and look at its world for any length of time. At first glance, Redrock is an impressive space, particularly its glittering downtown area complete with a Las Vegas-ish sphere displaying colourful, fictional advertisements. But its artifice becomes clearer the longer you spend in it. Viewed from above, you can see the tile-based manner in which its pieces are laid out, and the divisions between downtown and suburbia, suburbia and desert are all too clean. You also don’t spend a vast amount of time inside the city itself, primarily driving between locations on its fringes, like Silva’s factory and an abandoned mine.

1. Redrock certainly looks nice, but it’s more of a set than a simulated city. 2. Jacob discovers a new atmospheric layer, the cat-o-sphere. | Image credit: Eurogamer / IO Interactive Partners

This isn’t necessarily a fatal flaw – Redrock wasn’t built to sustain a simulated life in the way Los Santos or Night City was. It is a set for a specific story BARB wants to tell, and it serves that function well enough. Problem is, the story Redrock has been built for is simply not very good.

It starts out promisingly, setting itself up as a politically charged techno-thriller. Soon after joining Silva Industries, Diaz becomes directly involved with Marco Silva himself, acting as a blend of fixer and personal bodyguard. There’s a mildly intriguing tension here, as Diaz forms an uneasy friendship with Silva while searching for clues to his past. For a moment – and this may have been another bout of culturally-starved mania – I wondered if it might go the way of The Night Manager, replacing Hugh Laurie’s arms dealer with an Elon Musk archetype to explore the unchecked influence tech billionaires have over social and government policy.

Nope! Instead, MindsEye basically handwaves Silva’s billionaire status. It acknowledges he’s a selfish arsehole, but clearly doesn’t want to portray him as a villain, and as such ends up not really knowing what to do with him. Instead, the main antagonist is Diaz’ scenery chewing former commanding officer, who leads a military coup of Redrock aided by a cyborg Elias Toufexis. At this point, any thematic substance the story had evaporates. And it isn’t even the silliest turn the plot takes. The latter third of the story takes MindsEye from a vaguely plausible depiction of the near-future to weapons-grade sci-fi shlock.

The driving is great, shame the game seems to so often hate you doing it. | Image credit: Eurogamer / IO Interactive Partners

Any writer would struggle to mesh these elements together, so it isn’t surprising that the script’s tone is wildly inconsistent. Notionally, MindsEye is supposed to be a more serious affair than Grand Theft Auto, shorn of its misanthropic satire and abrasive caricatures. But once it introduces Charlie, Diaz’s quirky female hacker pal, it increasingly shifts to the kind glib, quippy dialogue that fell out of vogue circa Avengers: Endgame. “Is that gunfire I’m hearing?” one character asks Diaz over the radio during a firefight, to which he responds “Well, it ain’t popcorn!”.

None of this, though, is what ultimately sinks MindsEye. The biggest problem is the combat, which is the worst I’ve encountered in a big-budget game in at least a decade. Let’s start with the fact that Diaz, in himself, is one of the least capable action heroes I have ever played as. His four combat skills are sprinting, crouching, taking cover, and shooting. He can’t dodge. He can’t throw grenades. He can’t use his weapons while driving. He doesn’t have a melee attack. Hell, he can’t even get into a car through the passenger door, instead running around the vehicle to the driver’s seat in a way that got me killed more than once.

The only thing that distinguishes Diaz in any way is his drone, which is unlocked a short way into the campaign. In combat, the drone is mainly used to stun enemies and hack robots, which are useful abilities, but not especially fun or interesting. Oh and toward the end of the game, the drone unlocks the ability to launch grenades. This spices up combat slightly, in the same way that a sandwich is “spiced up” by adding bread.

Enemy pathfinding is, well, see for yourself. | Image credit: Eurogamer / IO Interactive Partners

Yet even with these abilities, combat has zero sense of style or inherent satisfaction. The weapon selection is fairly broad, and among them are some half-decent guns like the sniper rifle and a late-game laser cannon. But the damage feedback couldn’t be limper if you kicked it in the groin. Incoming fire is designated by a tracer effect so sluggish it sucks all the lethality out of the bullets it’s supposed to highlight. Shooting a human enemy, meanwhile, triggers a pathetic ketchup-bottle squirt of blood, whereupon they flop to the ground like an NPC in Goat Simulator. And humans are the most fun adversaries to fight. The copbots are so slow to move and react, Diaz could probably stop to eat his dinner off them, while the various types of airborne drone you encounter are all prime examples of floating nuisance enemies.

The AI, meanwhile, is haphazard at best. Sometimes it makes a decent stab at flanking you. Other times enemies will stand out in the open waiting to be shot, or run right past you as they home blindly in on some cover. In fairness, their pathfinding is not helped by the sloppy set-piece design. Enemies seem to be sprinkled around combat zones almost at random. Sometimes they’re dispersed over areas that are far too large to make for an exciting fight. Other times they’re clumped together so closely their models begin to overlap.

This sloppiness spoils numerous mission concepts which, designed differently, could be quite memorable. Two missions involve escorting Silva’s rockets to their launchpad, and while one would frankly do, the enormous, caterpillar-tracked rocket carrier is a superb setting for a firefight. But the first of these sequences has no combat on the rocket carrier itself (instead, you fly your drone around to look at the vehicle’s treads – one of numerous missions where the primary mode of interaction is “looking at things”) while the second puts you in a combat VTOL aircraft where you can just wipe the floor with enemy vehicles as they approach.

The best of MindsEye is contained in this screenshot. | Image credit: Eurogamer / IO Interactive Partners

And a lot of the missions are even worse. The most egregious examples of MindsEye’s shoddy game design are its side-missions. These are accessed through portals in the game world, and are ostensibly intended to showcase the power of MindsEye’s building tools, which let you use the game’s assets to create your own activities like races, gunfights and so forth. The toolkit itself is pretty powerful, albeit complex for a layman to do much more than drag and drop a few items without investing some serious time to understand it.

But the first side-mission you come to, which flashes back to a hostage rescue during Diaz’ military days, is shockingly bad, an insipid run and gun affair where you stumble through haphazardly placed enemies in sludgy, unsatisfying combat. There’s no pacing to it, no craft, minimal context, and the whole thing lasts about two minutes.

Other examples see you play as a member of the “Back Niners” gang, who starts the mission immediately surrounded by cops – cops who, it should be noted, don’t appear anywhere else in the game, and a mission where you play as some kind of mercenary clearing out an apartment complex of gangsters by, uh, blowing up all their cars. This mission might even be fun if you had some sort of, oh I dunno, throwable explosive to destroy them with.

1. Normally Jacob can’t use weapons in a vehicle. But there are a few sequences where he rides shotgun. 2. I suppose it’s patriotic to get Limmy to design one of your characters. | Image credit: Eurogamer / IO Interactive Partners

And here we get to why MindsEye’s failure is cataclysmic, because you can’t make an action game with crap action in 2025. You just can’t. If gaming has perfected anything, it’s shooting dudes with a gun, and there are innumerable examples to draw from that show how to get it right. Indeed, there are action games ten, even twenty years older than MindsEye that are infinitely better to play. Max Payne 3, which is thirteen years old and the weakest Max Payne game, is a masterpiece compared to this.

MindsEye accessibility options

Camera shake toggle. Look sensitivity sliders. Separate audio sliders. Subtitles toggle.

More than that, though, if this is the best BARB’s own designers can come up with to showcase the creative potential of MindsEye’s construction tools, why on Earth should players ever want to use them? It’d be like buying bricks off a builder while watching his house fall down. Even assuming the game was great, I’d query where the overlap lies between fans of old-school linear cover shooters and fans of Roblox-style construction platforms. But the game BARB has made doesn’t encourage me to engage with the creative side of things at all.

The reasons for MindsEye’s sorry state will, I’m sure, emerge in due course. But there’s a line from the game, perhaps the sharpest in its messy, wayward script, that has been playing in my head since I heard it. Speaking about Silva’s lifestyle, one character tells Diaz “That’s what corporate billions gets you these days – immunity from reality”.

As I wandered around MindsEye’s empty ‘Free Roam’ mode after the campaign ended – in the shoes of a completely different character dressed like he suffered a parachute failure and landed in the warehouse where Call of Duty stores all its loot-boxes – I could only wonder whether MindsEye struggled with more than a little immunity from reality itself.

A copy of MindsEye was indepentently purchased for review by Eurogamer.



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June 17, 2025 0 comments
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MindsEye Review - Not Like This
Game Reviews

MindsEye Review – Not Like This

by admin June 16, 2025



One of the earliest missions in MindsEye tasks you with tailing a car. Get too close and the person driving will spot you; fall too far behind and you’ll lose sight of the vehicle. It’s the exact kind of mission structure we all decided was tired and needed to go away over a decade ago. The only difference in MindsEye is that you’re piloting a drone instead of driving a car, so even the relatively small stakes are diminished by the fact that you can just fly really high to avoid being seen. It’s not a positive first impression, especially when you factor in the confluence of concerning events surrounding the game and developer Build a Rocket Boy–from the studio’s co-CEO stating that anyone sharing negative feedback about the game was being funded by an ubiquitous source, to the chief legal officer and CFO both leaving the company a few weeks before launch.

Neither is a great look, yet I still went into MindsEye with an open mind. There’s some pedigree behind the scenes, after all, with former Rockstar North lead Leslie Benzies handling directing duties. Benzies was a producer on Grand Theft Auto III through V before leaving to found Build a Rocket Boy, and you can clearly see elements of GTA’s DNA in MindsEye. Unfortunately, the comparisons end there.

MindsEye is not good. That early tailing mission is sadly indicative of the rest of the game as you slog through roughly 10 hours of dull and creatively bankrupt third-person action, combining driving and cover-based shooting within a linear framework. The story isn’t completely terrible, at least, with a few entertaining moments sprinkled into what is otherwise a mostly forgettable tale. You play as Jacob Diaz, a former soldier with selective amnesia caused by a neural implant in his neck: the titular MindsEye. What initially begins as a personal quest to uncover his past gradually becomes a mission for humanity’s survival, as familiar sci-fi tropes come to the fore.

MindsEye

Gallery

Set in a near-future that’s easy to imagine becoming reality, MindsEye touches on some potentially interesting topics, with an algorithm in charge of public safety and unchecked military power among them. However, each of these concepts is quickly disregarded as a minor background detail, never explored beyond the surface level. We already live in a world where the concerning use of AI extends to tackling crime, and the foibles of robotic cops aren’t any more frightening than what human police are already doing, so electing to bring up these subjects without having anything to say is disappointing and blunts the story’s impact.

Jacob is also one of the most generic protagonists you could ask for, with no memorable characteristics beyond a frustrating naivety that never comes back to bite him. This is because most of the other characters are exactly who they say they are. There’s no intrigue, and characters lack emotional depth and development, so it’s hard to empathize with or care about what happens to any of them. They’re not likable or interesting, and even the antagonists are unceremoniously killed in cutscenes just when it looks like you might get thrown into a boss fight.

It’s a shame because, visually, the world and character models are impressive. The actors do a decent-enough job with the material they’re given, too, although there are still a few moments when their line deliveries feel chopped up and mashed together, preventing scenes from flowing like an actual conversation would. The game’s ending is also so abrupt, anti-climactic, and unsatisfying that I couldn’t help but laugh at how ridiculous it is.

MindsEye

The fictional city of Redrock does at least have some semblance of style. MindsEye’s setting is clearly based on Las Vegas, with replicas of the Luxor pyramid, Allegiant Stadium, and the Sphere among its borrowed landmarks. It feels futuristic, yet also credible as the type of city we might see in a few years’ time. Look beyond the casinos and skyscrapers, and you’ll find strip malls, condos, and regular neighborhoods: locales that wouldn’t look out of place in the present day, save for the appearance of high-tech drones and robots. It’s a glimpse into the future, but one that’s conceivable and thus recognizable.

The praise stops here, however. While the amount of effort that went into creating Redrock is apparent, it ultimately feels wasted. MindsEye is not the open-world game it may appear to be from the outside. These are glimpses of GTA DNA, but ultimately, it’s remarkably rigid and linear. In almost every mission, you’re given a designated vehicle to drive–others are off-limits and you can’t exit the one you’re in, even if it’s on fire–and must then head from point A to B. You’re actively discouraged from exploring, as the game will incessantly scold you before failing the mission if you veer too far off course. Not that there’s anything waiting for you if you do decide to venture from your GPS heading. There aren’t even any consequences for your actions. Crash into a bunch of cars or run over pedestrians and the world won’t react. The police don’t even respond if you commit crimes, so the whole thing feels empty and devoid of life, like you’re on a film set and nothing’s real. Redrock is little more than a flimsy backdrop for the most boring, straightforward missions imaginable.

When you’re not mindlessly driving from one location to the next, MindsEye occasionally drops you into protracted car chases where the most excitement you might find is from seeing another vehicle randomly explode. These chases aren’t all that different from your regular commute, as both end with a cutscene once you’ve reached a specific location. Nothing you do has any bearing on the outcome–you’re basically following a car until the game decides you’re done–but at least the vehicle handling can be somewhat fun. It’s easy to fly into high-speed handbrake turns, and the cars don’t feel like they’re superficially stuck to the road, so weaving through traffic is viable. There’s a palpable sense of weightlessness to each vehicle, though, so it doesn’t take much to flip a car with how uneven the physics engine is. In most other games, this wouldn’t be a problem, but it is when you’re not allowed to exit a car and find a new one. The sad thing is, once you are on foot, you’ll be begging to get back behind the wheel.

MindsEye is a cover shooter where cover rarely feels necessary. This is primarily due to the brain-dead enemy AI, which suffers from numerous issues that stifle what is already a bare-bones combat experience. When they’re not standing still, mindlessly running toward you, or instantly blinking in and out of cover with no animation linking these two stages together, enemies will often flee in one direction while firing in another, causing bullets to exit their barrels at impossible angles. Other times, enemies startlingly slow to react to you, especially if you run up beside them, and they’re about as accurate as a Stormtrooper with their helmet on backwards. You can even side-step bullets because of how slowly they travel toward you. Couple this with a brief time-to-kill, and it’s easy enough to stand in the open and mow down every enemy before they’re able to deplete your health bar. There’s no discernible difference between the medium and hard difficulty modes, either, try as I might to create some sort of challenge to make combat the least bit engaging. No such luck.

MindsEye

Even disregarding the AI, combat is stilted and lacks dynamism on a foundational level. There are no melee attacks, and additional tools like grenades aren’t unlocked until the very end of the game, and even then they’re frustrating to use because you don’t have direct aiming control without switching to a companion drone that follows you around. You can’t even blindfire from cover or use evasive maneuvers, such as rolling. Your options in a fight are extremely limited, and the guns at your disposal lack impact due to the game’s muted sound design and inadequate enemy reactions. Weapons also have a habit of appearing in your weapon wheel with no fanfare. I usually didn’t know I had new firearms until I noticed them in my inventory. The only time this differed was when MindsEye asked me to use a specific weapon that I didn’t even have in my inventory.

The entire game is relentlessly bland, adopting a formula seemingly designed to test how well you can stay awake while playing it. Many missions feel padded out just to justify the game’s price. I can’t count the number of times I drove somewhere for five minutes, engaged in a boring gunfight, then drove for another five minutes to watch an inconsequential cutscene. MindsEye deviates from this blueprint on a few occasions, but the results are equally bad. There’s an obligatory overdrawn stealth section where you spend most of your time waiting for the slowest robots in the world to pass so you can slip by. One mission has you fly a tiny drone into a woman’s apartment and essentially pixel-hunt for the right objects. There are even irritating one-off minigames for performing CPR and digging your own grave. Meanwhile, MindsEye’s most interesting set pieces are relegated to cutscenes.

Then there are these weird side missions that are only tangentially related to the plot. They transport you into either the past or the future, usually to complete a brief shootout that rewards you with a medal depending on how quickly you can kill everyone. There are no other benefits to doing these or improving your times. They’re just for the “fun” of it. The kicker is that you can also create these short missions yourself, using building tools that are currently in beta. This seems like a holdover or proof-of-concept for Everywhere, Build a Rocket Boy’s previously announced metaverse-adjacent project. The tools look daunting and are probably involved, but I didn’t have the patience to learn how to make missions that I didn’t enjoy playing in the first place.

MindsEye is not the worst game ever made, but I also seem to have come away mostly unscathed in terms of its potential technical issues. The internet is already awash with examples of glitches and performance problems, but occasional stuttering was the worst thing I experienced on PC. Still, even if you manage to achieve a stable experience, MindsEye still commits the cardinal sin of being mind-numbingly boring. More than anything, it feels like a game firmly trapped in the past. It wouldn’t have been good 15 years ago, either, but perhaps some of its design choices would have made more sense. As it is, issues like broken AI and uneven car physics simply exacerbate the problems with its archaic and insipid design. Impressive visuals can’t compensate for a lack of substance, whether that comes from its pointless world, tedious combat, or any number of other egregious shortcomings. If you’re looking for quality, cast your mind’s eye elsewhere.



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June 16, 2025 0 comments
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MindsEye gets patch update to make the dang game work
Game Updates

MindsEye gets patch update to make the dang game work

by admin June 14, 2025


Starting Friday, June 13, MindsEye will receive a series of hotfixes to optimize “performance and stability so that every player, across every device, can enjoy an equally high-quality experience.” The developer says a crashing issue was caused by a memory leak, and the first hotfix will address that as well.

The second hotfix will come sometime during the week of Monday, June 16, and will continue to address performance issues and the specific bug of wheels not spinning while driving. A third hotfix, coming later in June, will bring animation fixes, improvements to enemy AI, and (you guessed it) further improvements to performance and optimization.

“We will continue to provide frequent and transparent updates. Our team is committed to do everything possible to urgently action your feedback” the developers wrote on X. Build a Rocket Boy has a long road ahead of it to redeem MindsEye and make it more of a Cyberpunk 2077 and less of a The Lord of the Rings: Gollum.

Below are the full patch notes for the first hotfix:

MindsEye hotfix patch notes

Please note: This patch also fixes the memory leak issue that has been causing most crashes reported by players. Performance optimisation is our number one focus and an ongoing commitment that will take further time.



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June 14, 2025 0 comments
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MindsEye crashes caused by a memory leak, developer says, as it remains committed to ensuring all players have a great experience
Game Reviews

MindsEye crashes caused by a memory leak, developer says, as it remains committed to ensuring all players have a great experience

by admin June 12, 2025


The team at MindsEye studio Build A Rocket Boy is “heartbroken that not every player was able to experience the game as we intended,” it has said, promising more fixes throughout June.

MindsEye released earlier this week, however it wasn’t the smoothest of launches. Many found themselves presented with distorting character bugs and stuttering issues when they booted up the game. Build A Rocket Boy released a statement yesterday, when it said it would be prioritising gameplay performance with an update.

“Our teams have worked tirelessly throughout the night to solve many of these issues, and we have now identified that the vast majority of crashes were caused by a memory leak,” the developer has since shared on the MindsEye Discord, adding roughly one in 10 players were impacted.

The Death of Console Exclusives Is Inevitable and I Don’t Know How I Feel About It. Watch on YouTube

“We have developed a hotfix that addresses this issue (alongside other issues that our players have highlighted), which we are working hard to deploy as soon as tomorrow on PC and on consoles once it passes certification with PlayStation and Xbox,” it continued, stating the team is “fully committed to ensuring all players have a great experience”.

Build A Rocket Boy additionally shared its hotfix plans for up until the end of June. These are:

Friday, June 13-15 – Hotfix #1 – PC & Console

What players can expect:

  • Initial CPU and GPU performance improvements, along with memory optimisations
  • Reduced difficulty for the CPR mini-game
  • A new setting to disable or adjust Depth of Field
  • Fix for missing controls in the MineHunter and Run Dungeon mini-games
  • Pop-up warnings for PCs with Hardware Accelerated GPU Scheduling disabled and for PCs with CPUs prone to crashes

Hotfix #2 – Week of June 16 – PC & Console

What players can expect:

  • Continuous incremental performance and stability improvements
  • Fix for the buggy wheels not visually spinning while driving
  • Fix for areas in Car Manufacturing where players could fall through the world

By End of June – Update 3 – PC & Console

What players can expect:

  • Ongoing performance & stability improvements
  • Rebalanced “Hard” difficulty setting
  • Animation fixes
  • AI improvements

Image credit: Build a Rocket Boy / IOI

MindsEye has had an unusual lead up to launch, it has to be said. At the end of May, the studio’s co-CEO suggested the game’s negative reaction up until that point had been paid for in a “concerted effort” against the developer. This is something IO Interactive, which serves as the game’s publisher, doesn’t believe to be the case.

Meanwhile, the studio’s Chief Legal Officer and Chief Financial Officer left the company, just one week before MindsEye released.



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June 12, 2025 0 comments
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