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12 minutes story
12 minutes story












Twelve Minutes is another example of Annapurna's ability to tell stories in video games in unique ways. But it still takes a few minutes on average to return to a point where you might've screwed up in a loop, which in my playthrough led to several frustrating moments where I was rendered immobile, unable to leave the apartment to reboot, and thinking "JUST MURDER ME ALREADY!" to get another shot at the puzzle.īut overall, this is the only really glaring negative with the game. The game has a couple of mechanics to counter this - characters will spout new timesaving dialogue whenever you discover something big to progress the ultimate solution faster, and you can also simply leave your apartment if you ever want to restart a time loop. Unfortunately, unraveling these puzzles can lead to a lot of tedium, as you die over and over again attempting to find the precise item that will advance the story. Discovering these solutions can be incredibly cathartic, as they involve not only finding and using the right items at the right times, but also using your powers of intuition, observation and deduction. Every solution has a certain amount of sense to it and reveals more information about the overall story. By the time you discover the true story underlying the game, you'll have a completely different outlook on the characters and your feelings toward them.įortunately, there's never anything as illogical as a yeti pie toss in Twelve Minutes. Therefore, every loop the player does encourages experimentation and information gathering, untying the knot of a story much more complex and sinister than it appears on the surface.

#12 MINUTES STORY HOW TO#

The game never makes explicit how to stop the time loop (or even why it's occurring in the first place). In another loop, you might brutally stab your wife right at the beginning just to see what happens. In one loop, you might try to be the perfect date, setting up the table, dancing with your wife and telling her how excited you are to have a baby with her. During the first time loop of the story - a seemingly innocent date night ruined by Dafoe's murderous rampage - you'll discover details, branching dialogue choices and objects you can interact with in the household that'll lead to different outcomes for the story. The true appeal of the game, however, comes in its gameplay. Daisy Ridley in particular is impressive, sporting an American accent and an emotional range of which Rey from “Star Wars” could only dream. All three turn in a great, credible performances, which is impressive considering the game’s limited graphics and the top-down view obscuring the characters’ facial expressions. Unsurprisingly, Dafoe - doomed to be forever typecast as the bad guy - plays the bad guy. James McAvoy, Daisy Ridley and Willem Dafoe all lend their voice-acting talents in this star-studded cast. While the game still falls victim to the shortcomings of the point-and-click genre - like repetition and frustrating guess-and-test gameplay - the spectacularly strange story more than makes up for it, leading to unexpected outcomes and plenty of "aha" moments that will motivate players to keep repeating the loop. Twelve Minutes, which advertises itself as an "interactive thriller," is actually a disguised point-and-click adventure game, and it's unlike any other I've played. The game, now available on Xbox and PC, centers on a time loop scenario where the main character and his wife are brutally murdered by someone posing as a cop, forcing players to repeat the same 12 minutes of that night to discover the motive for the murder and your wife's mysterious past.

12 minutes story

Annapurna Interactive's enduring success creating enjoyable, experimental storytelling games continues with Twelve Minutes.












12 minutes story