Sight is probably the most advanced sense in the human body. In “Origin of Species” Charles Darwin surprised how incredible his development is over the years. Such a complex sense is the most useful thing that humans have in our evolution to sapiens. But it would not be with the sight with which we have conquered the world. The first hominids do not begin to “expand” their minds until they are able to stand on two legs.

The transition from moving on all fours to being on two legs, along with the use of stone tools and the ingestion of meat, is one of the key points in our development. It reduces the effort required to move and, above all, helps to significantly enlarge our field of vision. We stopped looking at the ground to look for happiness elsewhere.

Currently, basic body sensations have lost meaning due to the way we build a modern society in which we can evolve both emotionally and professionally, without one or more senses. However, for the lucky ones who have them all, we don’t know what we have until we lose it. It is enough to put on a blindfold to see how the other senses are sharpened, especially that of hearing, the second most important sense after the one already mentioned. There were even cultural projects carried out about the loss of these or how they could function as a complement. A wise reader might think of Daredevil, the story of a lawyer who loses his sight and, in contrast, gains supernatural hearing skills that allow him to see with his ears. However, there is one work that projects this thesis in a much simpler and more precise manner: do not yell at me that I cannot see you.

Don’t yell at me, I can’t see you is a kind of slapstick-tinged comedy in which a blind person and a deaf person have to penetrate each other to solve a murder. A complex argument is hidden under a simple premise that deals with topics that were quite taboo for the time (1989). Unlike other works that romanticize the handicap, Don’t Scream at Me I Can’t See You is able to point out the difficulties some characters have to go through with their limitations, yet manages to deliver a simple message convey that to us with a smile. The film constantly makes you pause and think about how difficult the situation of its protagonists is and what we would do in their situation. It is not intended to change the way we view the world, but it does help us think.

All of this serves as an introduction to a title that has really surprised me these days and which, in my opinion, deliberately exploits the loss of the senses in its favor: Noise Hunters

The first thing that comes to mind when talking about Noise Hunters is “purity”. It’s a title that doesn’t intend to keep saturating the screen with icons all the time. From the tutorial, he makes his intentions very clear and leaves you in a semi-open room so you can understand how it works. Its premise is simple: you see by your ear. When you take a step, your character will make a sound to light the way for you. It’s not a unique selling point. We have already seen games like The Unfinished Swan (2012, Giant Sparrow), which put us in the position of a swan marching through a white stage and staining the floor he stepped on with paint.

Noise Hunters does something similar: you can’t even see the floor you’re walking on, so paint it with your ears. Although it’s not a new technique, it seems very smart to me. It is a way of conserving book resources, and so the study was able to focus on profiling all the other aspects that are mostly excellent.

In contrast to Unfinished Swan, we use the sound here. Without the ear, we would not be able to draw a mental map of the area. The art is simple and blends in very well with the environment the title is trying to build. By using cyberpunk as a basic idea, it is possible to step into a claustrophobic atmosphere in which the player feels constantly haunted by the silence that surrounds him.

Noise Hunters is the perfect example of how you can take advantage of few resources and a minimalist design. A smart design, remarkable sound environment (something necessary in a game of this style), and a proposal that, although already kneaded, feels pretty fresh. However, like all work, it is not without its problems.

The most notable flaw is undoubtedly the control. I have not yet played with a controller, but I understand that if the keyboard and mouse option is available and there is no message from the developers that the difficulty might increase, I will take this added difficulty as a bug. It’s not unplayable, but I had camera issues due to camera shake at certain points in my experience. It should also be noted that this is something entirely subjective and I have no doubt that any other person would have done much better than me, but I find it remarkable, especially in the case of a stealth video game where control is essential because at the slightest failure, you have sold yourself to the enemy. On the other hand, the arrangement of the guards seems extremely simple and unimaginative. I understand that this is a short U-tad project and I have no doubt that if there was more time and budget, things would change for the better, but it needs to be mentioned.

It’s not a perfect title, but in general it knows its limits and if you look at it you won’t lose anything. It might be a little easy for the most loyal stealth video game fans, but if you understand the studio’s situation, it would be selfish to ask more of them, especially considering they uploaded it to Steam for free.

With its little virtues and flaws, Noise Hunters is an interesting proposition that could be improved if it had more money and time. One can assume that the guys at Noise Hunters Studio have a lot of imagination and are able to generate interesting projects in which they express deep ideas with very few resources, and that is to be celebrated.