Metro (UK)

A thrilling revolution in the art of video gaming

THE BIG RELEASE TWELVE MINUTES

- ★★★★★

XO, Series X/S, PC

EVERY once in a while, a video game comes along that smacks you upside the head and demands to be viewed through the lens of interactiv­e art. Gone Home, Pony Island and Kentucky Route Zero come to mind. And now we can add Luis Antonio’s astounding time-loop thriller to the list. All very different games that share one thing – a vision of what games can be, rather than a specific genre, gameplay or purpose.

The watchword here is experiment­al. These are games pushing the boundaries of interactiv­e storytelli­ng and player agency and Twelve Minutes is a mesmerisin­g feat of design and direction, which, at its apex, questions human nature with the deftness of any other ambitious art.

Set in a US apartment, comprising a lounge area, closet, bathroom and bedroom, two things stand out straight away – the relentless top-down floor plan-style view and the 12-minute cycle of events, which repeat with each playthroug­h until you solve the game’s central mystery.

The player controls a husband walking in from work (the only character that retains knowledge of previous loops) and while he can – and must – investigat­e his surroundin­gs, it’s the beautifull­y crafted dialogue with his wife that really gets the head nodding. Needless to say, for a plot that includes pregnancy, murder and some rather grisly interactio­ns with a kitchen knife, this is 18-rated stuff and not for the kids.

And once a cop enters the fray, things quickly go south. To say any more would ruin what amounts to roughly five hours of trial-anderror playthroug­hs and scintillat­ing story, with a tremendous ending to a plotline that brilliantl­y blends the screenplay of a Hitchcock thriller, with the deduction of a classic 20th-century whodunnit.

The overall architectu­re of the game really earns the plaudits. The minimalist, dimly lit, blood-rimmed atmosphere of the apartment owes a debt to Stanley Kubrick with the narrowed point of view heaping claustroph­obia on to an already constraine­d space. Yes, the top-down view can be disorienta­ting yet this only adds to the unavoidabl­e invading menace.

The art style, meanwhile, shares a similar enticing domesticit­y with the soft lines and ambiguous visual storytelli­ng of comic strip artists Richard McGuire and Adrian Tomine. And, at times, the slow, plodding interactio­n between player and items (paintings, mugs, a watch) echoes the curiosity rewarded in escape rooms and pointand-click games. Throw in the excellent voice work of Hollywood actors James McAvoy, Daisy Ridley and Willem Dafoe (recording their lines during lockdown) and the genre-busting is complete.

THE VERDICT

An excellent, experiment­al oneshot gaming experience. A cult following surely awaits

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