Source: Dontnod Entertainment (Image credit: Source: Dontnod Entertainment) Sam is at the core of the game, but he's not only unlikeable, but the game makes some serious missteps to make him the protagonist, leaving a lot of elements behind in the process. However, while Twin Mirror is visually appealing and presents a new way to sway the decisions of your character, therefore adding to the Dontnod canon, the actual meat of the game leaves a lot to be desired. What can make it stand out is in the execution. It's a classic setup for a detective story. He's left to face his inner turmoil while attempting to solve a murder. This becomes important when he's forced to go back to his small, mining home town in West Virginia after his best friend Nick dies under suspicious circumstances. It's a chrome, metallic infinity of mirrors where he can retreat inside himself when things get difficult on the outside. Sam will stay at the bar until late at night and then wake up in his room.The system in Twin Mirror is the Mind Palace, a place where our main character, Sam Higgs, can go to talk to a version of himself that I like to call Other Sam and relive important memories. Let's make a toast and write a message to Joan. We tell the owner of the establishment that everyone loved Nick and he was a good father. We talk with the police and Tara and go to the bar. After talking with Anna, Walter will offer a drink. In the dialogue, we do not touch upon the topic of the accident and her relationship with Nick. We hug her and inform her that it was very difficult to come back. We watch Anna's beautiful song, examine the flowers and the guitar, and talk to our friend. We examine the photo and restore one more memory, and then we hang the item on the free space on the board. We condole with Katy and do not mention the incident and death of a friend. In all dialogues we try to be friendly and tell the truth. We communicate with the rest of the visitors and approach Katie. We restore the memory and observe the dance scene with Anna. We study the machine and find ourselves again in the halls of the mind. We pass a little forward and meet Tara and Hugh, the new owner of the pharmacy. We tell Officer Declan that we came only for Nick's sake and we are examining the premises. We listen to unpleasant statements in our direction and decide to remain silent. We examine the cars and nearby objects: a bicycle, posters of football matches, a door and a sign around the corner of the building, and then we go inside the building. We approach the vending machine with magazines on the right and study the latest issue of the local newspaper after purchase. We approach Walter and, after a short conversation, hug him. She will be delighted and go back to the bar. After talking with our inner voice, which appears in the form of an imaginary friend, we promise to help the child and conduct an investigation. In dialogue, we apologize for our deed and make the first important choice in the game. She is sure that her father could not have crashed his car through his own fault. Having reached the very top, we learn about the main reason for Sam's departure.Īfter watching another video, we meet the girl Joan, the daughter of Nick's best friend. We go up the stairs and along the way we restore all the memories that will drive up on special platforms. The hero will think and be transferred to his memories. We go downstairs, examine the nearest objects and pass along a small path forward until we find ourselves on the observation deck. On the way, Sam will stop at a familiar place, and we will be able to admire the beautiful view of Baswood. We watch a short introductory video, in which the main character returns to his hometown for a friend's funeral.
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