![]() The more he removed, the better the game flowed. “And what I realized is that the more I removed, what stayed there became much more meaningful and allows you to actually keep these things in your head as tools to use.” At one point, for example, it was possible to drag bodies of people you killed, and you could place items on the floor - but these features were eventually cut. To keep the overall experience compact (it can be completed in 8 to 10 hours), Antonio spent a lot of time stripping the game of excess actions or mechanics. And the interactions that you can do, they never ever change.” “Everything you can do in the first loop, you can do in the last loop. “If you can’t open the window in the first loop, you won’t be able to open it in loop 50,” he says. ![]() In 12 Minutes, every possible action is available from the start. He wanted to make sure that you wouldn’t have to combine items in illogical ways to solve puzzles - a tactic common in most older adventure games. For example, you can pick up a mug, drag it to the sink, and fill it with water. You gain breadcrumbs of knowledge through a level of experimentation that “makes sense,” Antonio says. You have to think about the space itself that you’re in and use that as a tool.”Īntonio describes 12 Minutes as a game about accumulating information. “And then the loop resets and you have nothing again, and they’re like, ‘what?’ So that doesn’t quite work. ![]() “People who play a lot of adventure games, they pick up everything, and they combine everything,” he says. They go into the experience with a specific mindset, hoping to exhaust all options to eventually find the correct path. So here, there’s this freedom for making mistakes.”Īntonio noticed during playtests for 12 Minutes that adventure game veterans tend to have more trouble with the game than other players. “In most video games where you get killed, you go back to the level or you don’t achieve a certain score. “Because you’re stuck in a time loop, and because things repeat, you’re not paying for your mistakes,” he says. Instead, he wanted to give the player an unconventional freedom that the genre doesn’t normally offer. He explains that obtuse puzzle design, along with in-game objectives, were two elements he wanted to keep out of 12 Minutes. ![]() And while that all came organically, one challenge was building the adventure game within the context of a time loop - a mechanic most adventure games don’t employ.Īntonio, who grew up playing LucasArts classics like Monkey Island and Day of the Tentacle, hoped to evolve concepts from older adventure games into something altogether new. With its top-down camera angle, voice actors had to exaggerate a lot of unseen emotion. Its theatrical tone came “naturally,” creative director Luis Antonio tells Fanbyte, particularly due to the tiny apartment space the game occupies and the inability to see characters’ faces. ![]() The game takes a lot of influence from film (with big-name movie stars in its voice cast, including Willem Dafoe, James McAvoy, and Daisy Ridley), as well as theater. Stuck in a time loop, you have to find ways to save her by replaying that night over and over in real time. An intruder breaks into your home and your wife is murdered. Annapurna Interactive’s 12 Minutes presents a peculiar premise: Every 12 minutes, the scene resets. ![]()
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