12 Minutes Review
Twelve minutes is a thrill that presents new and interesting revelations to players throughout the time loop

Twelve minutes is a thrill that presents new and interesting revelations to players throughout the time loop, and the narrative keeps you guessing. There are times when these moments are flat as the time loop element draws players into the game by hearing the same lines over and over again, often fast forward, but overall it's strong and it's exciting to see three notable players in an indie game.
The time loop was thrust into the public consciousness in 1993 with the film groundhog day and is one of the most adaptable games to overcome the enormous gap between film and video game language. It's a tactical game developer based on this game, which is billed as an interactive thriller about a man in a time loop. It's a compelling concept, but the rigid structure of the games and the lack of options make it seem like just another narrative time loop adventure, and i had to sit at the game screen repeatedly and again and not make the specific decisions that were necessary.
On paper, the time loop sounds like a cool idea, but the experience is limited by the limitations of the video game format and how they prevent it from functioning in such a way that the audience feels forced to stay 12 minutes after the climax of the game. Twelve minutes is not the first game to explore the concept of a time loop. The time loop mystery has been popular for so long that it is not even the only game it has to offer over the years, but it will certainly come closest to the famous time loop fairy tale of groundhog days.
When i found out first how to knock down a policeman and ask questions about it, it felt like a victory. When i was done, i took the same steps at least a dozen times, trying to find new lines of action, dialogue trees and branched moments of decision-making. At this point, you get stuck in a time loop that only lasts a few minutes and you look for a way out - one of the first things i noticed after about 12 minutes was how intuitive it was. It is almost as absurd as the puzzles in gabriel knight 3, but the repetition makes solving their puzzles all the more difficult, especially in combination with the random inventory items of adventure games.
At the end of the game it felt repetitive, and the repeated wait through the same loop to try one small change after another felt a little too much. With three such great names in twelve minutes (daisy ridley, james mcavoy and willem dafoe) we spent almost no time on dialogue. The repeated loops were a missed opportunity to throw in new dialogues or internal monologues of my character, the kind of small details we see in the work of indie developers like supergiant games hades and bastion. By keeping the loops short, 12 minutes allows the player to search for clues, and by keeping the transitions of the game tightly under control, it tightens the elasticity of time and increases the increasing tension of the cycle.
Twelve minutes released on xbox game pass this week, and just as you're settling in for the night, your wife willem dafoe storms in, accusing your partner of murder and beating you to death. Twelve minutes is a point and click adventure game in which you click your way through a three-bedroom apartment and try to convince them in a time loop to stop the cops from killing you and unravel the mystery behind your front door. It asks you to drug your wife dozens of times while you wonder how you can get a man to give up plot-critical information.
While i think the answer lies in choosing an action figure, 12 minutes uses the time loop to play out its frustrating, blunt puzzles, which requires a bit of fuss. Time passes in a similar real-time sense but the game gets its hands and takes the reins no matter what i try to do - for example, in the hallway in my wife's apartment she meets a policeman. I am forced to make difficult calls and decisions based on the time-loop aspect of the games, but 12 minutes is a new way of looking at things.
There is a feeling of being caught in a time loop, and my husband and i feel that the game developer luis antonio is trying to convey that feeling. There are a number of tasks in the time loop that take up the entire twelve minutes, and the player must complete everything within the time allotted.
Frustration is, of course, an essential aspect of time-loop narration, and it is this frustration that tilts the characters in one of two directions: killing them or improving them greatly, with the latter leading to a loop break. The cops keep killing you, your wife keeps reminding you that you're not trying to cement the game, and the narrative doesn't try to imagine a world where you can continue your relationship with your sister and your wife.
To break the 12-minute time loop, you must navigate the game through a series of puzzles, revealing more information about the motivations and relationships of the characters over time. For 12 minutes, each room tells its own story - which is important in some way or another - and the game can be tricky for those who want to do it, but here are a few tips on how to get through the time loop and make it stop.




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