

The closest thing to a goal you have right now is to have dessert with your wife: Image: Luis Antonio/Annapurna Interactive via Polygon Poke around in the apartment, pick stuff up, learn the layout of the apartment, and talk to your wife. Open your inventory and click on the fake rock to find your house keys.ĭrag the house keys to your door to unlock it. Grab the fake rock from the plant to the left of your door. One is a painting of a bookcase with a prominent red book. Take a look at the paintings on the wall to your left and right. You’ll start the game in an elevator and emerge into a hallway (with The Shining carpet). This isn’t the most efficient way through the game, but this path will lead you to all of the information you need.
Twelve minutes how to#
We’ll walk you through where to find the pocket watch, how to not get arrested and question the cop, and guide you through the ending of the game. In this 12 Minutes walkthrough, we’ll guide you through each step of solving the mystery and the dialogue choices you’ll need to make. There are a lot of ways it can go wrong and some steps require exact order and timing to complete. The problem is the ridiculous story.Twelve Minutes gives you about 10 minutes (if you’re lucky) per loop to learn something new and progress toward solving its mystery. Big stars will attract more attention, but they play their parts well. Dafoe is threatening, desperate, soft, and contrite, while Ridley sells the confusion about the time loop and McAvoy the frustration. Still, while it's strange that McAvoy and Ridley were seemingly hired just to get them to put on weird American accents that Ridley especially struggles to hold, the cast is the best thing about the game. Annapurna's biggest misstep prior to Twelve Minutes was Maquette, which starred Bryce Dallas Howard.

Of course 'star-fucking', as it's known in the industry, does not always yield results. What's that? Avid gamer James McAvoy, the brilliant Willem Dafoe, and the usually-quite-alright Daisy Ridley feature too? Shaping up to be this year's cult hit. A time loop narrative, told via point and click mechanics in a shoebox apartment, published by Annapurna? Sign me the heck up. Twelve Minutes has all the makings of a great game. Any potentially compelling parts of the narrative are thrown out the window in service of a 'gotcha' ending, because in that era of gaming, the twist was about as close to ‘real’ storytelling as you were likely to get.

But not only does it fail to put them all together - it never seems particularly interested in trying. Heavy Rain has a decent story at its core - it involves a doomed marriage in the wake of a child's death, another child’s kidnapping, a private detective and hot shot cop both on the trail, a rich businessman on the hook, drugs, love, deceit, and betrayal. It wasn't even gaming's answer to Stephen King. I'm not arguing Heavy Rain was gaming's answer to John Steinbeck. Twelve Minutes is inspired by the same style of storytelling.

You didn’t guess the ending, and that’s what made it great. But here’s the thing - the game fooled you. A man wandering around at night creating origami for no reason other than to trick the audience? Genius. You might be sitting there thinking “Nah, Heavy Rain was naff,” and I’m right there with you. For a while, Heavy Rain was considered the peak of video game storytelling.
