


But, that veil is lifted when the mechanic turns into “pick option a-d” until the game enters a cutscene and says it is the right combination. Initially, it is fun to see what happened and think to yourself about how a situation played out. Once you do find all the clues, you then enter the mind palace and start piecing the puzzle together. This is Basswood, the place you will be aimlessly walking around as you try to find small clues hidden around the playable area. All I wanted to do was progress the story forward, but instead, I had to find a small scratch on a tree or a car wheel hidden within some bushes. This was a huge barrier to enjoying the story during these sections, as it felt like I was hitting a brick wall. And, with the game not offering any kind of hint system or auto-solve pointing you to the direction of these clues within the playable area, I spent far too much time aimlessly wandering around like a headless chicken, waiting to see a pop-up on the screen which I haven’t seen before. Clues are shown by small popups, similar to how interactable objects are shown in Life Is Strange.Īfter you find the obvious 5-10 clues, in every situation in the game there was always one or two more hiding around or sneakily hidden. The initial phase of discovering clues as Sam is impossibly frustrating as you can’t enter the Mind Palace and start to piece the mystery together until you have found every clue. In theory, this all sounds great but there are some problems with how this works in practice. These crystalised formations of people and animals are what you see when piecing a mystery together.

#TWIN MIRROR REVIEW FULL#
Upon choosing the right combination of options, which picture what truly happened, the full scenario will play out and Sam will move on with his new evidence. So, after you have gathered clues from around the bar you are given options such as who was involved, whether the fight went towards the bar stools or the entrance, etc. This is perhaps due to the small-town setting of the game and the closeness you feel to each of the characters, which is developed in a nice and concise codex, highlighting all the events with each of the characters and allowing you to revisit it at any time.įor example, in the bar I mentioned earlier, you try to picture how a fight started and ended. Twin Mirror is so good because the ending and your choices are not black or white everything has an effect on everyone, and when the credits rolled I thought about my choices far more than I did in something like Life Is Strange. Unfortunately, most of the Doppelganger’s storyline falls flat and there is a sense that a lot of his narrative was cut or trimmed. That satisfying conclusion is then upended by an even more satiating twist which makes you rethink all of your actions in the game and in Sam’s life before he left Basswood and whether or not your choices were done for good, without taking in the wider consequences of your actions and how they will affect the people of the town. However, once the mystery and secrets of Basswood begin to show up, I began to find myself enthralled by the story Dontnod was telling and I particularly love the entire final act, which brings the narrative to a satisfying conclusion. The story overall starts off slow and for the first act, I was not invested in any of the characters or what was happening, due to the sudden way you are thrown into Sam’s life. But, his arc doesn’t really go anywhere interesting and I found some of the history behind Sam’s doppelganger to be quite forced. This character will feed Sam ideas, thoughts, possible outcomes, suggestions on how he should behave, and everything in-between. Whilst solving this mystery, Sam is haunted by a doppelganger of himself inside his head, only referred to in-game as “Him”. The cast of characters in Twin Mirror are some of Dontnod’s best and I grew to appreciate and sympathise with them.
