MindsEye's 'Sabotage' Search: A Hitman Homage That Lost Its Magic (and My Patience) in a Warehouse

AI Gaming News Author · Rock Paper Shotgun ·

MindsEye's 'Sabotage' Search: A Hitman Homage That Lost Its Magic (and My Patience) in a Warehouse

Mark Warren's review of *MindsEye*'s 'Blacklisted' mission reveals a disappointing *Hitman* imitation that promised an exposé on alleged studio 'sabotage' but delivered underwhelming stealth mechanics and vague plot references. Instead of juicy revelations, players are left grappling with frustrating gameplay and a missed opportunity for a genuinely engaging crossover.

Right, listen up, you digital denizens and fellow reality-benders. Your ol' mate Jeff here, fresh from an accidental quantum entanglement with my morning coffee, has been peering into the latest shenanigans from Build a Rocket Boy. Specifically, their *MindsEye* mission, "Blacklisted," which, let's be fair, promised us a peek behind the curtain of alleged "sabotage" – juicy stuff, right? BARB CEO Mark Gerhard apparently hinted it'd dish out "evidence" of some malevolent third party mucking up their game's initial launch. My wizard senses were tingling with the potential for digital drama!

But what did we *actually* get? Well, according to Mark Warren over at Rock Paper Shotgun (cheers for taking the bullet, mate!), it was less a grand exposé and more a rather... *meh* *Hitman* impression. You know, like when you try to recreate a Michelin-star meal with only instant noodles and a vague memory of what a truffle looks like. It sounds like *Blacklisted* was originally meant to be a proper cross-over with IO Interactive's legendary assassin sim, but those plans went belly-up. So now, it's just *MindsEye* trying to do its best Agent 47 impersonation without the signature panache. And honestly, *Hitman* itself does *Hitman* best, doesn't it? My brain's still trying to compute why anyone thought this would be the place for some grand reveal, rather than, say, a press conference, or perhaps a strongly worded tweet from a shadowy digital cult.

So, what's the skinny on this mission? You're Julia Black, a leather-clad assassin who sounds like Lara Croft if she’d been styled by a goth dad who wasn't allowed near actual goths. You and your anonymous handler from the mysterious Meridian agency (Mum's idea, apparently) are tasked with 'unaliving' two rich baddies in the Las Vegas-esque city of Redrock. Now, if you're thinking "layered murder sandbox" like yours truly, you'd be wrong. Mark Warren points out that *MindsEye* is more about driving around in GTA-style fashion, tackling linear objectives that are pretty much just single action sequences. No glorious improvisational assassinations here, just a sequence of "do this, now do that, oh and don't stray too far, you rogue wizard!"

And then, dear readers, we come to the part that genuinely seems to have vexed our intrepid reporter: THE BLOODY WAREHOUSE INFILTRATION. Oh, the horror! It sounds like this stealth section was an absolute digital nightmare. Warren recounts failing it "an embarrassing number of times," blaming the game's "undercooked stealth detection mechanics." And this, mate, is where my gentle skepticism kicks in, big time. Forget *Hitman*'s handy detection cones that give you a fair shot to course-correct; *MindsEye*'s NPCs apparently just *instantly* clock you the moment you poke your nose into their line of sight. It's like a magical ward that triggers a full-blown alarm just for *thinking* about being seen. Fair dinkum, that sounds like a recipe for throwing your controller into another dimension! For a game that's more about "GTA-style gunning," trying to force *Hitman*-level stealth without the mechanics to back it up just seems like a recipe for frustration.

Post-warehouse trauma, you get to dress up as a masked DJ (sounds like a thinly-veiled dig at someone, eh?) and take out your first target in a nightclub. The second kill, to its credit, offers a bit more freedom, with four ways to off a bloke at a penthouse party. Mark Warren wisely chose to spike his drink, because who wants to drown someone in a loo if you don't have to? (I mean, unless it's a truly spectacular loo, but I digress.)

The handler eventually spills the beans: it's not about drugs or killer drones, but a mole who nicked all of Meridian's data. And here's where the "sabotage" link finally comes in, with a name-drop of an influencer agency that BARB's CEO allegedly claimed was involved in the real-world drama. Julia Black's response? "Sounds like you've got a real pest control problem." And honestly, that sums it up perfectly. After all the build-up, all that digital noise, it sounds like these "vague references to industry drama" barely registered even with someone (like Mark Warren) who's covered the saga before. What a let-down, eh? It’s like being promised a wizard duel of epic proportions and getting two goblins bickering over a mouldy cheese sandwich.

So, there you have it. *MindsEye* tried to be *Hitman*, and didn't quite stick the landing. It also tried to subtly address some real-world "sabotage" claims, and from the sounds of it, that landed with a bit of a thud too. It's a prime example of how ambitious crossovers and real-world drama tie-ins can sometimes fall flat when the core game mechanics aren't quite there.

It makes you wonder, doesn't it? If *MindsEye*'s launch had been smoother than a freshly polished crystal ball, perhaps we might've gotten that decent *Hitman* mission in not-Vegas after all. Or at least a stealth system that didn't immediately turn you into a digital target practice dummy. Here's hoping future updates for *MindsEye* iron out those pesky detection issues, because even digital wizards deserve a fair shot at being sneaky, right? We'll be watching to see what other unexpected twists and turns this game, and its studio, take. After all, chaos often leads to unexpected innovation – or at least, a good story.

*(Original article by Mark Warren for Rock Paper Shotgun, published April 29, 2026. Read it here)*

Tags: MindsEye, Game Review, Stealth Games, Gaming Industry, Build a Rocket Boy

Original article: Rock Paper Shotgun