A bird chirping in the distance shows up on-screen only for the moment or two that it's making sounds. A section might be blank until she bumps into it, at which point a wall suddenly appears. The world is stark white, with painterly splashes of watercolors appearing as she walks through the world. Since Rae is blind, and we players are sighted, it uses visual language to show us what being blind may feel like. The metaphor relies on unfamiliarity and unreliable senses. Rae retreated to her own garden, where the sounds and smells are familiar, and where she could be insulated from the outside world. Her only company was a cat named Nani, but when Nani leaves the garden she worries for its safety and goes to find it. It tells the story of Rae, a young girl who recently lost her sight. However, the high-concept idea fizzles as it fails to sustain interest throughout the short playtime. It uses a gorgeous and inventive visual metaphor to emulate the feeling of being blind, and that aspect alone makes it stand out. Beyond Eyes has a unique hook, along the lines of a recent spate of empathy-based games that help players to understand life from another person's perspective.
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