![]() There’s no HUD cluttering the screen, and you can only interact with things by selecting them or dragging them to combine with other objects - for instance, filling a cup with water by dragging it to the sink. You can’t leave the apartment, so it’s just those few rooms, your wife, and the upcoming arrival of the detective who’ll kill you. There’s no way of escaping the pressure in Twelve Minutes. The skills of Twelve Minutes’ cast aren’t really pushed until later in the game, but the pacing is excellent, with the music and story gradually building into a crescendo. It works for the sillier moments, too, like when I panicked and barricaded my character in the closet, leading to my puzzled partner standing outside, asking what I was doing in a slightly concerned voice. If I set the table for her, she noticed and commented. It responds to your actions - for instance, when I accidentally began eating a meal before my partner, she reacted by becoming irritated and offended. I thought I might encounter a few odd moments with outdated dialogue which didn’t reflect some big development, but for the most part, the game was right there with you. Twelve Minutes’ dialogue is wonderfully handled to reflect any discoveries from each previous loop. With three such big names in Twelve Minutes - Daisy Ridley, James McAvoy, and Willem Dafoe - we have to spend some time talking about dialogue. Likewise, near the end of the game, it can feel repetitive - waiting through the entirety of the same loop multiple times just to try out one small change each time can begin to feel a little stale. On the other hand, it can be frustrating to live through the same loop again and again when you’re stuck and have no way of getting a hint. At the start of the game, it’s also pleasantly surprising how each of these loops feels distinct, whether it’s a new dialogue option or a new fact you’ve found out. On the plus side, this means that every discovery feels like a real breakthrough, and one you can’t wait to test on the next loop. The sparsity of the apartment’s furniture and few rooms, together with the small number of characters, somehow ramps up the pressure even more - especially when you can hear footsteps outside the door and know your time is nearly up even though you still don’t have any idea what to do. Twelve Minutes’ minimalist look also plays into the urgency of this narrative. Being stuck in a time loop could make it seem as though you technically have all the time in the world, but when you know the detective is on the way, when you hear the lift ding and know he’s coming towards the door, things start to feel very hectic. ![]() That having been said, let's dive in! The deadline of the detective’s arrival at the end of each loop is a brilliant way to step up the urgency. Everything in Twelve Minutes feels important to progression, so we've gone as light on story details as possible.
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