Jump to content

Most Recent Platinum


Muff

Recommended Posts

:platinum:  556

1f4af.png 696

 

 

 

L487a8d.png

Twelve Minutes

 

A small, tightly contained Adventure mystery time-loop game developed by Luís António and published by Annapurna Interactive, Twelve Minutes sees the player take the role of a husband, who, upon returning home after a seemingly normal day, spends a short time with his wife in their modest, 3-room apartment... before a violent police officer knocks at the door. Accusing the mans wife of the murder of her father, the police officer proceeds to kill one of both of the characters...
... upon which time, a 12 minute time loop resets, and man finds himself returning to the apartment once again. 
It's up to the player to - through changing the events of the loop, avert the incident, discover the reasons for the events taking place, (as well as the time-loop itself,) and escape the purgatorial repetition.


Time-loop games have been in vogue of late. Between Outer Wilds, The Forgotten City, Returnal, Deathloop, The Sexy Brutale etc, the concept has been tackled in a variety of ways. Within that broad thematic genre, Twelve Minutes is something of an anomaly, however, as it seems to suffer from some real design drawbacks, that are wholly different from the ones other time-loop games either do, or deftly avoid.


The loop in Twelve Minutes is - rather obviously - 12 minutes at most. That is the maximum time available in a loop, assuming the principle character is not either killed or knocked unconscious, thus prematurely resetting the clockwork world. In the majority of time-loop games where real-time is used, the timer actually provides the biggest obstacle to progression, and is, in effect, the real nemesis to the player. Time itself become the antagonist, far more than any characters contained within the game.

 

In Twelve Minutes, however, because of the extremely small available area, and limited interactions available, the 12 minute overall timer is not really an issue. Instead, it is individual little timers within the game that provide the biggest hurdles. Whether the player can, for example, figure out how to incapacitate both his wife, and the cop prior to any attack, and thus discover some clues as to the nature of the mystery is less confined by the 12 minutes, and more by whether he will be able to remove all drinking glasses prior to his wife looking for a glass of water, so he can then offer her one laced with sleeping pills, or whether he can hide in a closet quickly enough that she will be unaware he has even come home.

The game is predicated on many little micro time-critical elements, and it is as much about finessing these little parts and stringing them together to meet an objective, than it is about anything else.


Speaking of "objectives" though - this raises the real issue with the game. Twelve Minutes is a game that is original, clever, and unusual... but it is one that feels fatally flawed in terms of enjoyment. 
Why?
Because it is a game at odds with itself. It is predicated on contradictory gameplay mechanics, in a way that cannot possibly result in anything but frustration. 


It is a game where interacting with objects, picking dialogue choices, and using items on other items is the key to success. As such, fundamentally, it is an Adventure game. Adventure games are an old, well-established genre - and players are well trained in how to play them. Clicking on everything, checking everything, and interacting with everything to see what effects can be set in motion. Experimentation - freeform experimentation - is a key part.

The time-loop elements of Twelve Minutes feeds into this notion well - seemingly at first, at least. Because the world "resets" each loop, the player can experiment, and figure out what things do what, and then compound these, to see what aspects can lead where. It fosters a sense of loose experimentation, and a gives the indication of a free-form, sand-box style of play. 


However, because the game also wants to have a very specific, very tailored narrative through-line - aping something like a filmic narrative structure - it does a rather silly thing... it actively sets traps whereby the player can (and almost assuredly will) end up "stuck" and unable to progress across multiple different iterations of events and multiple different "tracks" of narrative.


Essentially, the game is structured in such a way, that only by doing specific tailored sets of loops, in the prescribed order, can each subsequent one be seen through to its natural conclusion. The narrative requires the player to do things in a very specific order, but makes very little attempt to actually guide them or let them know, not only what that order is... but that there is an order at all.


These concepts - the strict narrative, but free-from time-loop gameplay are simply polar opposite, and not compatible.
If the player who likes to experiment (me, and I dare say most players,) stumbles into, for example multiple pieces of information, by having partially completed what the game considers to be "Loops 5 and 6", before completing what the game considers to be "Loop 3," they are likely to become hopelessly stuck and lost. Not only are they unaware that there even is a prescribed order to the loops, but they will not necessarily know why the actions they are taking do not lead to a conclusion, are given no indication of that, and are unlikely to naturally go back to complete the fundamental steps of "Loop 3"... because they are already ahead of the game narratively, and looking for bigger answers than the ones that previous loop clearly is aiming towards.

 

It is one thing to have a game that appears free-form, but simply gates and guides its players not via "walls" but via "punishment" - that can be done well, (for example, in the FROM Souls games, where the player is free to take multiple paths, but is encouraged through a specific progression via more or less challenging enemies.) However, in an Adventure game, where enemies are not a factor, that "punishment guidance" is absent. In fact, the perceived lack of "punishment" is the real problem in Twelve Minutes - the player is given no indication as to why they cannot progress, but neither are they explicitly "punished" in game for getting off the invisible, un-signposted "correct path".. aside from simply being unable to fathom why they cannot progress.


There is an accusation levelled at some time-loop games, (I have made it myself,) that they can feel over-prescriptive. Deathloop, for example, or The Forgotten City - it has been mused that the mysteries of these games would be made more involving if the game did not essentially guide the player, via filling out overall "time maps" or detailing "progression notes" - essentially showing the player their progress within different narrative tracts. 
There may be some validity to this notion (indeed, Deathloop is, arguably, a little too prescriptive at times,) however, Twelve Minutes is an absolutely sterling example of the need for such player-aiding systems. It has none, yet it's strict narrative through-line makes it the most in need of one. As such, the potential for frustration - for players to simply reach "dead-end" points, and have no notion of where they got off track, or how to course-correct, is virtually 100%.


To be clear, Twelve Minutes' issues are unlikely to be solved with a simple guidance system - indeed, the fundamental concepts of the game are a little too contradictory for that to be the "be-all-and-end-all" solution - however, some combination of a slackening of the rigid narrative, allowing the savvy player to progress past missed steps providing they are able, and the addition of some kind of "mind-map" element to show the fundamental concept behind specific loops, or even simply to indicate the requirement for a "layered" progression would go a long, long way. 


All that said, its a shame that the gameplay throws up such frustrating, and such fundamental issues with narrative progression, because the actual narrative - if played out in the correct order - is pretty good. There are layers to the mystery of what is going on that are smart and fun - including several "oh shit" moments where the fundamentals of the game are re-contextualised, (one of which is actually an "oh shit... ewww, gross!" moment,) and they mostly work. They would, of course, work far better if the player just happens to stumble into the correct, desired linear path... but unfortunately, the odds against this are staggering. They do work, but I suspect most people will see them as a result of having to consult a guide at least a few times.

The actually "final ending" is smartly drawn, if a little over-the-top. Its not overly forced, and does allow the game to slot well into the "identity crisis, cerebral thriller" type filmic sub-genre - a genre that tends to ask the viewer to accept some leaps as standard - but I do think it works as a capper to the whole mystery pretty well.


Visuals are pretty good - graphically Twelve Minutes is no powerhouse, it is decidedly indie, and small scope - but the visual style is very interesting. The whole game is shown top-down from centre-ceiling, so all 4 walls are visible (think A Link to the Past Dungeons, but more realistic,) and that viewpoint gives an odd, quite narratively appropriate "fly-on-the-wall" feeling. It feels like the characters are rats stuck in a maze, being experimented on by the player - which, in a sense, they very much are!


Audio is one of the highlights - the voice cast are named actors, (James McAvoy and Daisy Ridley provide the protagonist and his "wife". and worlds-greatest-wierdo Willem Dafoe provides the cop,) and they all do good work. The actual visual design of the characters are pretty simplistic, and because of the top-down view, there is little characterisation to be seen visually, but the voices to a good job of "humanising" them, and drawing the narrative out.
Music is pretty good - suitably subtle and eerie - and while not stand-out, does fit the tone well.


Overall, Twelve Minutes is a real shame - it has many building blocks of a really cool, interesting game, but it couples two wildly contradictory elements in a way that very few games could ever combine well, and leans far too rigidly and staunchly into both - failing to take any steps to marry them together for the player.

 

I rarely use my own failure or requirement to resort to a guide as a negative in a review, (Lord knows, I am by no means a great gamer, and what happens to me is not necessarily going to be universal,) however, in the case of Twelve Minutes, the problems are so egregious, that I think the odds of a player happening to stumble through in the right order is minuscule. I'd wager my issues with the game will be damned near universal, in this specific case. 

If a game is as rigid in structure as Twelve Minutes is, yet fails to offer guidance - to the extent that guide use becomes a virtual necessity, that is a real problem - and a particularly harmful one in a game predicated on discovery and unravelling of a mystery.

 

 

(For original review and Scientific 1f609.png Ranking see HERE)

  • Like 2
Link to comment
Share on other sites

:platinum:  557

1f4af.png 697

 

 

 

Lf6b936.png

Metrico+

 

An "Analytics and Metrics" themed puzzle platform game from Digital Dreams, Metrico+ is the enhanced, updated version (for PS4) of the original Vita game Metrico, in which an unnamed, simply-drawn protagonist character traverses a bizarre, Microsoft Excel- inspired world of bar-chart, pie-charts, stat graphs and mathematical visualisations, each of which reacts in different ways to the different metrics of the players input.


Essentially, Metrico+ is a series of individual puzzle "rooms" in which the ability to traverse from left to right is gated by obstacles. That is, of course, the broad definition of all puzzle platformers, however, what sets Metrico+ apart, is the manner in which these obstacles act. Each puzzle is different, but in all cases, the movement or action of these obstacles is tied to metrics of the player action. 
In one instance, for example, a "bar chart" might raise up based on how many times the player jumps. In another, a slide-chart might extend, or retract, based on player position. A platform might raise as the player moves left, or lower as they move right, or even more esoteric elements might be involved - an object might raise in increments, based on how many times the player has "shot" a rolling pie-chart, or even how many times they have fallen off a platform.

 

With each new puzzle, the player will not only need to experiment in order to see what actions have what specific consequences, but once established, they must then determine which combination of these action will allow them to progress through the whole puzzle - without blocking themselves.
For example, A puzzle might seem initially simply - say, appear to require jumping across a few simply platforms - however, the player may well find that a bar chart at the exit is slowly closing in discrete increments, based on the number of player jumps made. As such, they must then puzzle their way through what seemed initially simple in a much more curious way - figure out the metrics required to make a solid platform, that can be traversed in fewer jumps than will close the exit before they get there.


The actual puzzles are generally very good, and quite well implemented, with a pretty laudable variety on show, given what would appear to be a rather thematically invariable design concept. 
The game features 6 discreet "worlds" each introducing a new method of input around which the world is broadly themed, and the progression of complexity is well honed, and a smooth curve. If the player knows the solutions, each of these worlds is very quick to traverse, (indeed, a series of the games most devilish trophies require each world to be completed in a speed-run time, which vary between 3 and 7 minutes,) however, the nature of the game as essentially a 3-factor puzzle, (first figure out the metrics involved, then establish the solution via trial-and-error, then enact it correctly,)  means the first time through the game can take quite a bit of time.


There is also a series of collectibles added to many of the puzzles, requiring the player to establish a complete set of defined metrics, in order to make a "full pie-chart" appear, that adds a secondary element to them - as well as the obvious finessing and tightening of the solutions, and the establishment of smarter, more streamlined solutions required to meet the (extremely strict, and supremely unforgiving!) speed run parameters.


Visually, the game is simple, but the theme of "metrics and analytics" is well adhered to, smooth, and curiously aesthetically pleasing. The character (selected as male or female at the outset,) is simply a silhouette, and the world made entirely of geometric shapes, but some flourishes in the camera movement between puzzles, and in the end-of-world animations make that visual style really shine. 
The mathematical theme of the game actually serves a duel purpose too - it allows the game to be quite unique looking, as well as affording the developer the freedom to actually put genuinely helpful indications and what would usually be "behind-the-scenes" percentage values and indicators on the screen. These help the player to understand the nuance of what is happening, and the specific requirements for each metric, but also seamlessly blend into the overall aesthetic, and in most cases, actively enhance it. 
Conceptually, the game's visual design is such that it creates a situation where the art designers do not need to disguise the gameplay designers elements. They have total freedom to "show the working", because doing so only enhances the artistic design of the game.


Audio is fairly nondescript - the music is ambient background, and there is no voice work (or narrative to speak of to apply it to,) but sound effects are well done, and appropriately "mathematical" in nature - they sound right out of a soundboard of key-stroke indicators for a business learning tool. 


Narrative is essentially non-existent here - Metrico+ is a "pure puzzler" at heart - and while there is a very broad, lose conceptual metaphor at play, shown entirely as visual design, as the character progresses through the game, it is pretty minimal. Realistically, it allows for some slight visual stylings, but not much more - though the game doesn't feel wanting for the lack of narrative.

Actually, the ending sections are retained from the previous Vita version, and as such have one of the more strange elements of the game. Each world ends with a choice of two doors - the choice between which is immaterial to the progression of the game - but which - in its original, Vita incarnation - incorporated an odd, online "how many people chose each door" mechanic. 
It was not a gameplay critical thing, even then, and really just served as another "metric" to add to the theme... but since that online element does not exist on the PS4 version, the retention of the "two-door" endings is slightly bizarre here - as the only purpose it serves, is to mildly confuse the player as to why there are two apparent paths at all!


Overall, Metrico+ is a pretty neat puzzle game, with a cool, fairly unique look, and interesting core theme and set of mechanics, and a pretty good upgrade of the original Vita game, accessible to a much wider audience. 


It's not a game that will challenge the player too much in the initial playthrough, however, the puzzles are smart and satisfying to solve - and there is certainly scope to offer much more, if the player decides to go for the full platinum, as a wealth of fun, smart collectibles, and a set of extremely tricky speed-runs will add considerable additional gameplay to the mix!

 

 

(For original review and Scientific 1f609.png Ranking see HERE)

 
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...