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Before Your Eyes

2021

A first-person story where blinking your eyes advances a remembered lifetime.

Ages 13+PC, Console, and Mobile

MeaningfulnessMinimaleditorial ↘
You play
Players watch, blink, and revisit key moments while the game moves them forward through family scenes, success, regret, and grief.
Why it may be useful
The blink mechanic turns holding onto a moment into something you physically struggle to do, which makes attention and loss feel immediate rather than explained to you. It is a memorable two hours, but little of the experience carries into anything you do afterward.
Used in teaching
1 documented case ↓ Trent University
Keep in mind
The webcam, PS VR2, and Netflix-mobile routes make access unusually platform-specific, and the emotionally intense grief framing needs explicit care.

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In depth

Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →

What the game is

Before Your Eyes is a first-person story game from GoodbyeWorld Games, released in 2021. You are a soul on a ferryman's boat, asked to account for your life. The life plays back as scenes, and you are inside them looking out through the eyes of a boy called Benjamin as he grows up.

The mechanic is blinking. A webcam watches your face, and when you blink, time moves on. Not a step: a jump. A scene you were in the middle of ends and you are somewhere years later. You cannot hold your eyes open forever, so the game takes moments away from you at the exact rate your body insists on giving them up.

The story runs a couple of hours and covers childhood, a talent, a mother's hopes and an illness. Our verified routes are Steam on PC, the PlayStation edition which requires PS VR2, and a mobile version that needs an active Netflix membership. The Steam reception is among the highest in this catalog.

What you actually do

You look at things and you listen, and mostly you try not to blink. Within a scene you can move your gaze, choose what to attend to and answer questions, but the moment your eyes close the scene may end. So the play is a negotiation with your own reflexes: stay in this conversation a little longer, notice the thing on the shelf, hear the end of the sentence. Later, when the story turns, the same mechanic stops feeling like a trick and starts feeling like the point.

What it exercises

  • Attends closely to a scene knowing it will not be repeated
  • Chooses what to look at when there is not time for everything
  • Follows a life story told in fragments and fills in the gaps
  • Notices how a parent's expectations shape a child's choices
  • Sits with regret about a moment that cannot be replayed

Why we rate it Minimal Worksheet score 21 / 100

  1. FitHow much real knowledge or skill does the play itself make you use?25weight 45%

    The fit is real but narrow: the blink mechanic physically takes moments away using your own body, so the theme of losing time is not explained, it is enacted. Even so, nothing you do inside a scene is a meaningful choice, and the reflection the game produces happens afterward rather than through any decision you make while playing, which is why the fit lands at 25.

  2. TransferWill what you practise here work outside the game?20weight 30%

    Transfer is low because nothing you practice here is a skill: there is no decision to refine, no rule to master, just a story you watch happen to you. Teenagers do talk about it afterward, and that conversation can matter, but the game itself teaches no transferable habit, which puts transfer at 20 rather than higher.

  3. PracticeDoes the game make you use that skill again and again, as it gets harder?15weight 25%

    Practice is the weakest dimension, and 15 reflects that honestly. The blink recurs constantly within the two-hour playthrough, which is why the number is not zero, but the game is linear and finishes once: a second run shows identical scenes, so there is no rising challenge and no reason to return, which is exactly what practice is meant to measure.

Where it has been used in teaching

Documented cases of this game being used with learners. Each one links to its source.

What the evidence says

Practice-backedNo published study, but people who answer for the outcome use it: schools, clinics, museums, research labs.

The evidence level is Practice-backed. A Trent University digital-literature course assigned Before Your Eyes as coursework in 2022, and students produced a published critical entry on it as part of the class, which counts as documented educational use rather than a study of what a player takes away. The Steam, PlayStation, and Netflix pages confirm the developer, the release, the blink-driven input, the PS VR2 requirement on the PlayStation route, and the membership requirement on mobile. No study measures what a player retains after playing, so the reflection the mechanic produces is real but unmeasured, and the case here rests on what the mechanic visibly does to attention in the moment, not on a demonstrated outcome.

Editorial assessment - not a measured scientific effect.

Fit
25/100
Transfer
20/100
Practice
15/100

Why it makes the cut

PASS - The blink-driven framing is distinctive enough to make it a game-first curiosity rather than a pure message vehicle.

Practice-backed

Practice-backed: a Trent University digital-literature course used Before Your Eyes as assigned coursework and produced a published student critical entry, which is documented educational use rather than a controlled study of outcomes.

Player reception source

Steam ↗ · 17,076 English reviews · Checked 2026-08-24

Platforms & access

Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.

The PlayStation route requires PS VR2.

The Netflix mobile route requires an active Netflix membership.

Current PC availability is directly verified on Steam. The current PlayStation route is the PS5 / PS VR2 edition on PlayStation. The current mobile route is the Netflix member mobile edition documented by Netflix Help.

Steam currently verifies interface support for the listed locales. Full audio is captured only where Steam explicitly marks it; subtitle coverage remains unknown unless a platform source states it separately.

Age guidance
Ages 13+ · ESRB T
Topics
Mind & well-being
Play styles
Single-player, Narrative
Tags
Blink input · Grief narrative · Memory

The blink mechanic makes loss feel real in the moment, but the game asks for no decision, teaches no skill, and ends after one telling, so almost nothing carries past the credits.