It would not all the time ship, however Selina: Thoughts at Massive is a vital psychological well being journey that legitimizes a baby’s anguish.
Selina: Thoughts at Massive makes an attempt one of the crucial difficult duties a sport can obtain: transporting you into the sneakers of a kid. That’s as a result of not solely are you touring by the creativeness of this younger lady with a purpose to save her world, the journey seeks to activate that very same sense of surprise, journey and worry inside your self as you journey by this storybook story.
At its greatest, it even achieves it.
What’s it?: A VR narrative journey influenced by the writings of Carl Gustav Jung.
Platforms: Quest (Reviewed on Quest 2)
Launch Date: February 20, 2025
Developer: Trotzkind GmbH
Worth: TBC
Selina is an formidable challenge for Berlin-based VR studio Trotzkind, impressed closely by the psychologist Carl Gustav Jung in its journey by the complicated thoughts of a kid. Whereas I can’t profess to being probably the most acquainted to their writings, I’m conscious of the actions he was part of: his research centered on the individuation of the self constructed over the course of an individual’s life. His work closely intersected with that of his buddy Sigmund Freud and others of the period in attempting to grasp the human situation. Even when you’re much less aware of Jung, such an outline ought to at the very least set a tone for what to anticipate.
With an intro advised by way of a ship voyage by the pages of a kid’s novel, Selina runs from residence as a result of an assault and, when scared and alone, meets one other younger particular person named Aniles. At first, they’re a buddy. Then, they betray her, with the ache from this haunting her thoughts like a black gap. You, the hero, are tasked with touring by Selina’s recollections and creativeness to unpick the shadows that hang-out her thoughts.
The creativeness of Selina’s thoughts is the star of the present right here, freed from the traditional bounds of gravity and logic. Buildings float by house because the constructing blocks of the thoughts, whereas core recollections of her household hover in stasis as monuments to happier instances. Past commonplace motion, you may level at any wall or object inside vary and pull it in direction of you. This in flip transforms the course of gravity as you stroll on partitions and fly by this house trying to find solutions and, nicely, peace of thoughts.
It’s disorienting at first, particularly in the case of understanding simply how distant an object might be earlier than teleporting, or in understanding the easiest way to maneuver across the atmosphere. This solely replaces frequent actions in different video games, like a leap. It may be clunky consequently, with something greater than a step a shocking hurdle. When you’re used to it, nonetheless, the motion is surprisingly liberating, if not solely free from cumbersome immersion-breaking interventions when caught close to the sting of a platform trying down on the sheer wall you want to land on. That is with out the power to orient your self appropriately earlier than falling into the abyss.
This extra typically happens within the sport’s equal of the overworld. It is a much more open, hub atmosphere from which you enter the recollections of Selina’s childhood, like her college days or the theme park the place you may method from any angle. Even accepting this challenge as an comprehensible compromise contemplating the ambition and freedom it gives, it’s no much less irritating when it occurs.
But as you come to phrases with transferring by the world in such a method, free of the bounds of standard physics, you really really feel such as you’re swimming in an journey by creativeness. With such innocence embodying the expertise, it’s far simpler to empathize with the kid protagonist. Particularly when your occasional distracted curiosity to new locations results in the invention of a sentimental merchandise that provides Selina the excuse to gush over a enjoyable anecdote.
Ranges – the recollections you enter to accumulate the objects wanted to battle off Aniles – have a well-recognized, much less thrilling routine. Massive Whale, Selina’s plush toy, is a key focus all through the story, together with the way in which the toy bodily manifests in these Penrose stairs-esque not possible renditions of acquainted locations like her college, the place tables stand on partitions and doorways on roofs. To progress by the reminiscence, you should unlock the subsequent room by finishing a short puzzle.
It breaks up what would in any other case be a monotonous wander as Selina talks us by her anxieties and heat recollections, although that is by far the sport’s weakest side.
Conceptually, the thought of guiding a stream of water by a gravity-defying atmosphere is attention-grabbing. The difficulty is that it barely evolves from this simplistic start line, to the purpose of tedium. At first, you merely take the water down its assigned path, possibly turning a valve to vary its course. Then, you get entry to freeze water, putting a block that ensures that even when you change gravity, water will proceed flowing from this new spot, permitting it to proceed transferring in direction of its eventual objective. You would possibly want to vary the colour of the water to get by sure switches.
There are a number of different complexities added, although it adjustments the core of the puzzle little or no. Sometimes they’re difficult, however even that reward loses novelty if you’re clearing it for the Twentieth-or-further time. It solely will get extra annoying when, when you swap gravity a second too early earlier than the water has absolutely entered the frozen block, you need to restart once more, ready because it slowly trickles to the purpose you beforehand reached so you may resume the puzzle. When it does swap issues up drastically, it’s typically for single set items with far much less clarification, leaving it extra complicated than refreshing.
It’s not all unhealthy. It simply turns into same-y, which is a disgrace contemplating the strengths of the sport elsewhere.
Solely snap-turn for digital camera motion is out there inside Selina: Thoughts at Massive, although choices reminiscent of adjusting the velocity of teleportation and a selection whether or not to make use of a vignette or fade to black for this aggressive gravity-defining motion might be chosen within the choices. All of those settings, such because the diploma of snap flip, velocity and depth, might be adjusted on a sliding scale, whereas UI measurement and subtitles are additionally adjustable.
The extra I journeyed by Selina’s recollections the extra I cared for her. The dealing with of her psychological well being is nuanced and thought of, profiting from VR to not solely additional your connection to her however to really feel what she feels, and the ache it causes. Like I famous in the beginning of this overview, at its greatest you not solely enter the topsy-turvy creativeness of a kid, you come back to feeling like a baby your self, in surprise for the gravity-changing hijinks that ensue, and the non-public struggles beneath. The motion-captured performing of Selina and the voicing solely aids on this, and we’re advised every week one patch is coming centered on the visuals.
It’s after we’re pressured to work together with this world additional that it turns into not unenjoyable, however a number of the surprise and immersion is stripped away considerably.

Selina: Thoughts at Massive – Ultimate Verdict
Selina: Thoughts at Massive is a straightforward sport to advocate, just because the moments that work really feel not solely distinctive in how they make you are feeling, however are emblematic of what we must always champion in VR. It wants polish and is not excellent, certain, but it surely’s an expertise solely attainable or made higher by being created inside this uncommon medium. I’d want that to one thing boring, and it’s actually participating way over it stumbles.
Trotzkind took an formidable swing right here, and it largely works. Isn’t that what we would like in video games?

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