

That said, the game is dark, and purposefully so, forcing you to use the flashlight more than you’d like unless you turn up the game’s brightness to compensate. No worries though, as scattered throughout the rundown building and levels are tons of batteries, ensuring that you are almost never engulfed in total darkness. This is a setting ripe for exploration, allowing each setting to feel distinct, culminating with each patient’s inner demon serving as the level’s boss, while also adding surprising depth to what could have been a routine horror game.ĭesmond begins with little more than a flashlight, which is a battery hog and must be used sparingly. In between each patient he must explore the building in a pseudo-Metroidvania style, using tools found in each tape.
In sound mind how to#
The gist of the story is simple – Desmond is a psychologist in Milton Haven who must find tapes documenting his conversations with his patients and then enter that tape to fight through his patients’ inner demons and free them from their torment, all while figuring out why he is in his current situation and how to escape.

He leaves his apartment and heads back to his office, where he places the tape in a tape deck and is instantly transported into the mind of his patient. Inside is a tape bearing the name of one of his patients. He opens it to find – his apartment? But how? His apartment is nowhere near his work. Who locked him in here? How does he escape? Eventually he stumbles upon a lit up door. A mysterious entity is on the other line – berating him, mocking him, tormenting him – but why? As he explores the run down building he finds sarcastic notes, making fun of his situation. The front door is boarded up, and he is unable to leave. Outside, water is rising quickly, already engulfing a few smaller buildings. The building he’s in houses his psychology practice and still looks familiar, but is greatly dilapidated.
