![]() When he does, the loop starts over, just as it does if the player tries to step outside the door. And, inevitably-at least at first-the cop kills the husband or knocks him out. No matter what the player does, the cop is coming in. It’s a man who claims to be a cop and says he has a warrant for the wife’s arrest for murder. But a few minutes into a candlelit conversation, a knock on the door ruins the romantic mood. ![]() It’s a point-and-click time-loop game in which the player’s unnamed protagonist comes home to a tiny apartment to find his wife waiting with dessert and a surprise: She’s pregnant. Twelve Minutes, which came out on Thursday for PC and Xbox platforms (including Xbox Game Pass), is the latest release from Annapurna Interactive, the powerhouse publisher known for curating indie games with distinctive styles, stories, and mechanics. “It’s doing something that works for some people.” And Antonio doesn’t mind putting some players off, as long as his game makes an impression, whether positive or negative. Twelve Minutes straddles the line between the kind of ambiguity that makes the player push on and the kind that makes other activities start to seem more appealing. “I think there’s a certain ambiguity in the game that will flow for some people, and might become incredibly frustrating for others,” he says. “I think that’s OK,” Antonio says, “that you arrived at a moment that you feel, ‘It’s a conclusion.’ … That’s kind of what I wanted.”Īntonio isn’t big on telling players what to do, or what not to do. ![]() ![]() The one consolation is what Antonio tells me next: Some players put the game down at even earlier apparent stopping points. Not this time: While playing Twelve Minutes, I questioned more than once whether I’d beaten it, or even whether it could be beaten. This comes as an embarrassing surprise, because I’d confidently told him that I had. I’m talking to Luis Antonio, creator of Twelve Minutes, about the ending of his game when he informs me that I have not, in fact, finished it. ![]()
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