Build a Rocket Boy's CEO Mark Gerhard promised that MindsEye's new "Blacklisted" mission would expose evidence of sabotage against his studio. The mission itself fails to deliver anything beyond a tedious Hitman knockoff that wastes player time.
The mission dumps players in a warehouse for thirty minutes of frustrating busywork. Nothing about the design suggests genuine creativity or purpose. It plays like a halfhearted imitation of IO Interactive's work, lacking the polish, level design variety, and player agency that makes Hitman click.
Gerhard's grand claims about revealing organizational espionage and corporate sabotage crumble under scrutiny. The mission provides no meaningful evidence, no narrative payoff, and no reason for anyone to care about Build a Rocket Boy's internal drama. Instead, it comes across as a desperate publicity stunt dressed up in borrowed game design.
The whole thing reeks of a studio more interested in making headlines than making good games. If this represents the company's current creative output, then players should worry less about alleged saboteurs and more about whether Build a Rocket Boy can deliver anything worth playing.
