

Then there’s the odd choice to have us mash UP on the d-pad to sprint in these sections, and just poor signalling all round when it comes to timing. Button prompts are presented in plain text rather than with an illustration of the button to press, which wouldn’t be too much of a problem except that without that extra help to quickly identify which button it is the 0.1 second (at least, that’s what it feels like) window of time we get to press it feels a bit stingy. Checkpoints are at least fairly generous, but falling to his death like this is needlessly frustrating, especially when there are far shorter drops than this that kill Morrisįret not though, for Sanity of Morris has Quick Time Events! It’s a shame then that these are just as poor as the stealth. I lost count of the amount of times I dropped off a harmless looking side to be met with his death wail yet again. When exploring, even the smallest drop off a ledge is enough to kill him. Our man Jonathan also has the world’s biggest fear of heights it seems.

Sanity of Morris is far from the only game to have a naff flashlight, but at points it is impossible to see outside of the small circle of light coming from it, so navigation becomes a chore as I walked into objects on the floor, or missed an item that was just out of sight.

At points its beam can be concentrated in order to interact with specific parts of the alien ship, but when it comes to exploring and looking for objects it actually made me feel quite disorientated. Thankfully, our flashlight is super helpful in that…wait…sorry, I meant absolutely rubbish. Some of these are tiny though, or easily missed. Puzzles fare marginally better, mainly in that they work – even if they don’t amount to much more than scanning an area for the red-highlighted objects. What little atmosphere that is here is instantly quashed by these inconsistent mechanics and the presentation. And despite his attempted at blood curdling screams when he dies, the animation lets the side down as the alien sprints up to us, looks at us for a second then remains static while the camera slowly flops to the ground. The thing is, not only does this not always happen, but if it does turn red it’s a 99% guaranteed game over, as Morris is unable to defend himself, run, or hide effectively. When the game decides to tell us we’re in danger their vision cones go to orange for alert, then red to signal they’ve seen you. At one point I was literally sitting under the nose of an enemy without being spotted, yet 2 seconds after they turned away from me they suddenly swung their weapon *at nothing* and I died. Even when I did end up in their vision, it was hit and miss as to whether they’d see me or not. The cones clip through walls and objects, so I was never really sure if I was safe to pass or not. Those we need to hide from have large, colourful vision cones to let us know where they are looking. Whether against the aliens or humans, I found it to be almost entirely unpredictable, yet totally boring. From woeful stealth to boring puzzles and exploration, what little B-movie style enjoyment that could have been gleaned from the game gets overshadowed by the issues at hand. Sanity of Morris has some nice ideas, but unfortunately there are too many hurdles to overcome to enjoy much of it.
