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Dontnod developers know how storytelling works. They seem to have deciphered the DNA of small American cities because the settings of their games are as compelling as their characters. In the thriller adventure Twin Mirror, Dontnod relies on what has already worked brilliantly in Life Is Strange and Tell Me Why.
The game is about investigative journalist Sam, who gets caught up in a whirlwind of dire events upon his return to his hometown. Players control the reporter from the third person perspective, explore, determine and influence the course of the story through dialogue options.
The game is as mundane as possible, for better or for worse. While the story and atmosphere mark, Twin Mirror stays below its potential in terms of gameplay mechanics and is technically solid, but not a miracle. Compared to the indirect predecessors, it is also noticeable that little has changed in terms of innovation.
Sweet Home Basswood
What’s worse than going back to the old hometown where everyone hates you? Not much, but returning to your old hometown for your best friend’s funeral, where everyone hates you, clearly falls into that category. Reporter Sam has to face him in Basswood, West Virginia. His revealing article, which led to the closure of the local mine, cost the small nest many jobs and destroyed many livelihoods. As a result, Sam isn’t exactly welcomed with open arms.
However, the anguish of seeing his ex Anna weighs more heavily than any provocation. In the two years that Sam spent in self-elected exile, he began a relationship with his best friend Nick. Nick, who was a reporter just like Sam and Anna. Nick, who is now dead. Nick, who was allegedly canceling a round of booze, which doesn’t suit him at all.
It stinks in heaven. Sam decides to follow his reporter’s nose and shed some light on the matter. But before the investigation can begin, there’s a rude awakening with a tear in the film and a bloody sweater. Always a bad combination – and a good and motivating starting signal for your investigations. What happened? Whose blood is it – and is the person still alive? After a few too many drinks, was Sam guilty of a crime? The need to pursue Nick’s death gives way to Sam’s concerns and questions.
The story grabs you quickly and comes from the very first scene, when Sam is on his way to Basswood and his bluesy mood is accompanied by the appropriate soundtrack. Listening is always fun in this thriller because English speakers know how to bring their roles to life.
Authentic places and characters
The idealistic freelance journalist, the tough cop, the lost sister walking alternative routes – although this is the typical crime ensemble, the characters still look carefully designed and authentic. The same goes for the detailed settings: when we are in Anna’s country house, we learn more about her, for example through her record collection and movie posters hanging on the walls. We can play Arcade Machine Pac-Man in the Rocky Pub in town. An interesting feature for us and at the same time a nostalgic highlight for Sam.
His investigations take him to 16 scenes in different locations, from the newspaper editor to a community of outsiders. Since Sam, unlike other Dontnod protagonists, has no superpowers, he has to resort to other methods of investigation: his palace of thought – a tactic of pictorial reflection – and a second self, rather he knows everything.
The latter is simply called “He” and appears in Sam’s mind as the brilliant version of himself. “He” contacted Sam by radio during discussions and considerations and was not stingy with suggestions on the label. You have to find out for yourself if you can trust them. This adds a fun second tier to the story and is a good alternative to the almost worn supernatural elements of comparable games.
However, we wished that this element had been integrated much more strongly into the plot and that Dontnod understood more clearly that the palace of thought represents the cold analytical side of Sam and “He” represents emotional consciousness. Towards the end, the flow of the action also suffers from mild pacing issues, for example if you wander through the palace of thought in the middle of a climax and rethink everything calmly, or if the ending seems a bit rushed and doesn’t come off. completely.
Interactive thriller instead of the hobby Holmes
Exploration and conversation are the most important elements of the game. There is a lot to find. On command, Sam comments and interacts as best he can, and usually in a fun way. Less important inventory is often explained in more detail using text boxes, such as when we discover books in a cafe that Anna obviously left there. This makes the world seem alive. There is also a lot of additional information in the clearly structured menu, which is constantly updated. For example, if a person receives you warmly and becomes a bitch as soon as you direct her to a topic, the lyrics aptly sum up that this woman likes to talk, but only on her terms. Sometimes, however, the rumors also explain Sam’s motives in more detail.
The different response options in dialogues usually only lead to a slightly different course of the conversation. It’s different with key decisions being highlighted separately and which can be decisive for the next course of the game. A second game offers, especially towards the end, many new things. Longer conversation passages where deviant response options offer little variance and scenes in the palace of thought have their length in a new sequence.
It looks a little more confused in Sam’s head. The gameplay in his palace of thought consists sometimes in the mere triggering of memory scenes, sometimes in fairly mundane or even a bit strange puzzles where you have to find the right door, for example. These interrupt the flow of the game rather than contribute. The highlight may be the detective work, which is somewhat reminiscent of Sherlock Holmes games. Unfortunately, the Twin Mirror investigation doesn’t require a real detective. It’s about putting together clues for a course of action. First of all, this is very easy, and secondly, mistakes have no consequences, except you have to try again.
The palace of thought does not play a major role for a long time however, which ensures that the storyline remains pleasantly fluid. You don’t even worry about secondary activities. As an option, you can find memorabilia for the most important characters. But you meet them as you explore. It is nice that a nice anecdote about each of these finds is told in the diary. This definitely makes Twin Mirror something for gamers who love little stories and details.
Technically solid
Twin Mirror is visually comparable to other Dontnod games. The design of the areas looks charming, but muddy textures and small imperfections are noticed, especially with the backgrounds. The lighting is also not as impressive as in Tell Me Why, released a few months earlier.
Also, some motion animations feel a bit stiff and unnatural. On the other hand, the lip synchronicity of the main characters is very successful and also at a good level with the secondary actors, the audio design is however positively noticeable. The speakers as well as the choice of music and sound effects create a compelling and melancholy atmosphere.
In addition to technology, gaming comfort is an important point a title stands or falls by – and this is where Dontnod shines with the experience the studio has already gained through its many adventures. Twin Mirror’s simple and intuitive controls and clearly structured diary, which serves as a mission and additional story information, make the game very accessible even for players who have little experience with Dontnod or Adventures in general.
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