• Publisher: Noetic
  • Release Date: Aug 25, 2014

No score yet - based on 3 Critic Reviews

Critic score distribution:
  1. Positive: 3 out of 3
  2. Mixed: 0 out of 3
  3. Negative: 0 out of 3
  1. Sep 4, 2014
    With an interesting premise, challenging gameplay and some amazing atmosphere, See No Evil manages to stand out from the competition.
  2. Sep 6, 2014
    Priske and his team have designed a collection of intelligent and challenging puzzles with a soft, distinctive visual style and amazing sound work to back it up, which makes for a great experience. It’s sure to cause some brain hurt, but if people don’t mind challenge, then I am sure those puzzle lovers will absolutely enjoy what is in this little bundle of devilish fun.
  3. Aug 29, 2014
    See No Evil is a rewarding and enjoyable game to play, hear and see.
User Score

Mixed or average reviews- based on 10 Ratings

User score distribution:
  1. Positive: 5 out of 10
  2. Negative: 4 out of 10
  1. Aug 20, 2017
    There are a number of indie, puzzle games out there, most of them very similar in both concept and functionality. A lot of the time using aThere are a number of indie, puzzle games out there, most of them very similar in both concept and functionality. A lot of the time using a simple graphical style, with a mostly basic story-line and more often than not, reusing the same puzzles and mechanics. So what sets See No Evil apart from the endless stream of clones and failures.
    To begin with I’ll start by mentioning the fact that it’s not too dissimilar from a lot of games in the genre. The puzzles are somewhat familiar; pushing boxes, standing on switches all to reach the level’s exit. There is a bit of twist, however. Sound plays a very important part in the puzzles, in some more than others. Blind but dangerous enemies patrol some of the levels. If they hear your footsteps or your shouting they will hunt you down. Standing still can sometimes help you survive, but very rarely. This gives See No Evil a slight stealth feeling to it. Watching the enemies patrols and waiting for the right moment to move can feel very sneaky sneaky. You can distract them too with bell flowers or huge horns, allowing for you to tiptoe past while they check what’s going on. Some of the puzzles are quite complex and take time to think about before actually setting things into motion. Some blocks will lower when the matching pressure plate is pressed, which in turn can raise other blocks instead. Sometimes enemy patrols will prevent you from getting to where you need to be. There are a number of different obstacles to overcome in order to reach the exit, and as you progress through the game things gets tougher and a lot more complex.
    Graphically the game has a charming, hand drawn style to it. Levels are mostly simple, with an obvious theme running through them. Whether its through a crumbling castle, a lush, green woodland or an abandoned factory the style is somewhat refreshing. As well as that, it’s not overly cluttered or distracting, allowing the player to easily see the sound indications as well as which objects can be interacted with and not.
    The sound effects are very clear as is the music. Each area has a different music track, which at times can get a little bit grating as it plays on a constant loop. But it has a somewhat retro or classic feel to it, along with most of the game for that matter. Even though the game has a dark and foreboding story running through it, the music almost lightens the mood.
    Talking of the story, you play as a Seer, whatever that is, and are guided by a journal left in your prison cell. You’re opposed by a group of blind evil doers that are afraid of what they don’t know. It’s not all that in-depth, to be fair, but it stops the game from feeling dry and emotionless, not to mention it helps with that feeling of progression.
    Lastly lets talk about the games mechanics. There are always small problems with indie games, when it comes down to mechanics. Sometimes they’re things not even worth mentioning. But there are some that affect a game in such a way that they can’t be overlooked. In See No Evil there are a small number of glaring mechanical problems. Interactions with certain object require the player to be in a particular spot for it to actually work, which can be frustrating when you might be against the clock or trying to avoid an enemy patrol. Alongside that, some of the walls seem to be made of glue as the player might find themselves getting stuck to said walls. This doesn’t count for every wall, infact I found it to be a rare occurrence, although it was a small annoyance when it did happen. Lastly it would be nice if the player were able to move even a smidgen faster. Moving about the levels seems to take a long time, a small sprint function or maybe just an increase in movement speed would be a welcome thing.
    But, to conclude, I’d say See No Evil feels almost original in its ideas. The graphical style is pleasing to look at and the music is refreshing to boot. The story is lacking however, but I guess you can’t have everything. If you want a different angle on the indie, puzzle genre then See No Evil might be worth your time. Good Day!
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