The long abandoned factory stretches into the skyline until cars drive on quiet roads, past tree-lined roads, and eventually glimpse the town. The image is accompanied by a gloomy song by folk artist Sean Wroe. Welcome to Basswood, West Virginia.
This is an impressive starting point, as the Twin Mirrors look great. Don’t Nod knows that. Just minutes before arriving at your destination, the main character, Sam Higgs, gets out of the car and looks down on Basswood. Rays of the setting sun. But Sam opens his mouth-and things inevitably go downhill from there. Sam returned home to attend the funeral of his best friend Nick. The problem, as Sam says, is that he ghosted Nick for two years after he hurried away from Basswood, and now Nick is dead and ghosting him. This is probably five minutes after the game, but the first moment I put the controller down and saw a fictitious camera that looked like I was in the office. This is the type of writing you are looking for.
Sam was once an investigative journalist in the Basswood Jungle. There he discovered a violation of the safety protocol of the local mine. His report led to the closure of the mine, and many angry miners greeted Sam with a call for mating of all fictitious bullies to selected victims: “Well, well. Well, look at who we are here! ”Strictly to Sam, everyone in Basswood decided that each other, and certainly most of the inhabitants, were solely responsible for the collapse of the town. It quickly becomes clear that you are not talking about a good person.
This is the point where you usually find a good bridge to Twin Mirror’s detective gameplay and Sam’s Palace of Mind, a fictional place where he sometimes accesses memories, but it also acts as a crime resolution device, or Sam Called “he” who continues to be involved in the fact that he has an alter ego. But frankly, I can’t because the game itself can’t find a way to tell why these elements exist and how they’re connected. Anyway, Sam wakes up because Bar’s brawl gets worse and he doesn’t remember that part of the night. That leads him to know and investigate Nick’s murder. After Sam returned to the bar to figure out what had happened and found various evidences, he entered the Palace of Mind, as well as the rebuilding mechanisms of games like Detroit: Become Human and The Thinking. A city that reconstructs the event in a visually very nice way.
However, you must find the evidence in a particular order before connecting the dots. The order is never clear. As a result, you’ll either go around the crime scene a few times and find something that’s clearly there but you can’t interact with yet, or you’ll find an item that suddenly appears out of nowhere. I searched before. Once Sam finds everything, he can listen to his reasoning and determine what happened. There is no penalty for not reaching the correct conclusion. Various hypotheses can be combined and matched before testing. Arranging the events in the correct order, Sam has some sort of Eureka moment and explains what happened. Twin Mirror has about three instances of such detective gameplay. They’re all completely arbitrary, as well as the boring excuses of investigating (“finding something that makes a suspicious noise like a set of wind-rusting blinds”)-every time Sam says he’s sure of things. I found out how it happened, the alternative results are not really very feasible. This form of detective work does not require you a palace of mind. It’s not how Mind Palace works. If Mind Palace is used correctly, it can be a very interesting research tool in the game.
Twin Mirror is clearly not the game it should be. Since 2016, it was developed by a small team within Dontnod (not related to Life Is Strange), announced in 2018, and then postponed following the 2019 lukewarm preview. We have also moved from a three-episode game to about six single games. Up to 7 hours. I think the game has been cut significantly-sometimes it sounds like it’s pointing to a conversation that should have happened but it’s not happening, or it sounds like I want the scenes to follow each other. Was supposed to be happening. Many items that can be found everywhere are often offered without voice conversations, probably due to budget constraints. The visuals are great, but they’re wasted in industrial cities. The game looks as good as you want it to look bland even if you can’t see anything. The character’s face is meticulous, but most of the time, you can’t miss it if you just open and close your mouth and have few facial expressions, and everything else is very detailed.
At this point you can mark the Twin Mirror as unfortunate and call it a day, but you’ll notice that I haven’t talked about him yet. Mind Palace, as funky as it looks, is a memory technique that everyone can learn, but Sam not only has a Mind Palace, but also talks to fictional characters and gets lost in his head and becomes unresponsive. .. .. There are also segments where Sam is probably very stressed and upset (perhaps because it’s not clear enough like many in this game) and he has to play mini-games to calm him down.
Dontnod does not promise to name Sam’s actions, but it reads like an attempt to portray someone in the autism spectrum. As a proven developer working on mental and socio-political issues in the game, Dontnod disagrees with being uncommitted, but for Twin Mirror, it’s also painfully that this was probably a better choice. It will be obvious. It seems that there was no research on the depiction of neurodiversity figures. This is a particularly disappointing setback after Dontnod has finally taken steps to actively collaborate with the portrayals by working with GLAAD for Tell Me Why.
As someone the game indirectly portrays, but shy, I also find Twin Mirror to be very insulting. As the game says, he is “he” as a kind of angel on his shoulders, Sam’s “social” because Sam is probably having problems with social cues and struggling to find the right way to talk to people. Has a “well-tuned” part. The problem is that I’ve never seen Sam actually have a problem. Everything you know about Sam’s behavior, and in fact most of his relationships, is offered second hand. People will tell him something like “You shouldn’t be able to do that” or “Are you doing you now?”, And no one elaborate I will not.
The point of all conversations is that Sam is weird, but conversation options are always available, with a few crotch options and, most importantly, peach-comfortable. , Always perfectly normal. If Dontnod actually made an effort to present some emotional confusion, or showed difficulty in social interaction, Sam could have been an example of a coveted expression, of course. However, he is a man who is having a hard time dealing with it. Everyone is his ass. A prominent example of Sam’s “strange behavior” disappears from the map because his hometown has just named him a traitor and his girlfriend suddenly left him. Sure, it’s not a stellar action, but it’s not just for people with mental illness. To make matters worse, within about a day in the game, Sam magically heals himself from his strangeness in a sequence that is as confusing as patronizing. It’s annoying and positively harmful to inflate developmental problems with being a Dick just because Twin Mirror doesn’t seem to be able to do the research that the writer needs.
Many of the Twin Mirrors always refer to situations that the player couldn’t see, so it’s entirely up to the interpretation and has nothing to do with any character. As a result, the game is uniformly awkward. From decisions that don’t go anywhere, to characters that are as thin as paper, writing turns sharply, and gameplay wastes all that potential. I was very excited to see Dontnod’s formula apply to adult stories, but Twin Mirror isn’t just that game.