Stories in games have made significant waves in recent years. No longer limited to a simple hero winning the bad schlock, we saw all kinds of experiences that are not only great and well written, but who can only exist as interactive games. Games like Papers Please, The Stanley Parable and the Incredible Disco Elysium work particularly well Car player agency. Twelve Minutes is the last attempt to repel these limits, and although she presents some defects, it's a proof of concept for a future experience that is really remarkable.
TWELVE MINUTES is a passionate project of Luis Antonio, a veteran of the industry who bravely distant the big budget projects to work on something that held him. It's a simple pitch. You are a man taken in an hourly loop of the Marmot's day that lasts only a few minutes and is limited to the small apartment of three pieces of man and his wife.
This is the first choice interesting in Twelve minutes, and I must assume that it was done because of its reach. The loop nature means that any of the hundreds, or even thousands of things can be different in a loop, and the game must (try to) take into account with the dialogue.
It works relatively well most of the time, but there are times when the logic of the game does not calculate correctly, or the correct line does not exist, and the tone of an answer does not correspond to the question, or Do not make a logical meaning. It may be again linked to the loop: you will see many of the same scenes repeating yourself as you try to move forward, and it reveals the seams of the experiment. Some conversation options do not seem natural because you have often discovered additional information that, in real life, would react your character differently. It is to foresee of course, and something that I give a pass except in extreme cases. Until we have a real IA capable of generating the correct tone and responses at the moment, games like Twelve minutes can not succeed all deliveries.
The delivery that is there, however, is very good. It's a big budget cast, featuring James McAvoy, Daisy Ridley and Willem Dafoe, and these chops are particularly good when there is an opportunity for a character monologue.
The story itself is complicated. It's dark and winding, clearly destined to guess. There were certainly times with whom I connected to and by which I felt motivated, but some of the twistssed twists for sale or were a bridge too far away. It is, of course, in the void. In reality, playing in a team is more interesting than playing Twelve minutes solo.
In my first curls in the story, the game and I did not agree. The idea of logical behavior of the game did not match mine, and I spent a lot of time trying for the old booth adventure game: try to combine or apply objects in situations that do not could not work. Once I started talking about the language of the game and I understood how I wanted me to play, things went well. Maybe too smooth. A perfect race of twelve minutes from the first loop at the last one is just an hour or two if you do not let yourself impress. Still, there is a lot of purpose to discover, not to mention the _Quick-what just happens for the effect where you think about the game without playing it.
At first, I wanted a rewind mechanic to come back a few seconds back and try something else. I think now that it could have functioned, but Twelve minutes would have been a completely different creation. A large part of the context of the character has just seen the same scenes with slightly different entrances, and it is at these times that I have often discovered what I wanted to try next.
As I mentioned earlier, this game is a traditional adventure point-clicking. You go around the apartment, pick up cups and knives, operate switches and talk to other characters. A little clumsy sometimes even with a mouse, Twelve minutes could have used a WASD configuration to physically move your character while clicking. It is quite competent in its construction, but far from innovative. It does not matter. He serves his goal and lets the story do his job.
While I was intrigued by the story and that I appreciated the performance, Twelve minutes was an experience I had enough when finishing it. There are just enough seams, jerking and rattling so that playing play is sometimes a task. I absolutely applaud the effort though. Twell Minutes is a first bold crack to a unique narrative structure, and which will certainly lead to more refined and robust versions of this style of experience.
Comments
Post a Comment