2021
I mean, it's gorgeous, a trippy psychedelic theme park ride where every new background leaves you in awe at the sheer beauty of it all. At the same time though, it's also a game that tries to convince you that pressing X to make the background even more pretty is a viable core gameplay mechanic, which it isn't.
Why is Jason Schwartzman in this?
Why is Jason Schwartzman in this?
2018
I can imagine this being ridiculously fun with a group of 4 really close friends; this game has a knack for creating really fun moments that riff off of group dynamics. Sadly, I do not have a group of 4 really close friends who also have a PC or Xbox, a game pass membership, an Xbox Live Gold membership, and a desire to play a cartoony pirate game.
2019
2021
2018
2021
Probably the most disappointing game I've played since The Witness. Absolutely adore the concept, the story and the use of imagery (the use of the clock is fucking stellar) but the gameplay is so painfully dull that I was left bored and uninterested only an hour in.
And I don't think it's necessarily a puzzle design problem, there's a bunch of clever puzzles in here, it's just that the game design (more specifically the execution of the loop mechanic) practically disincentivises experimentation. No one wants to slog through the same dialogue over and over again just to try a different approach that MIGHT give some new information, but that is exactly what Twelve MInutes forces you to do. Again. And Again. And Again.
I gave up 2 hours in and looked up a guide. Puzzle games are never fun when you follow guides religiously but this game somehow managed to be more fun when I was tabbing out every 3 seconds to look at Polygon, which is a fucking achievement.
And I don't think it's necessarily a puzzle design problem, there's a bunch of clever puzzles in here, it's just that the game design (more specifically the execution of the loop mechanic) practically disincentivises experimentation. No one wants to slog through the same dialogue over and over again just to try a different approach that MIGHT give some new information, but that is exactly what Twelve MInutes forces you to do. Again. And Again. And Again.
I gave up 2 hours in and looked up a guide. Puzzle games are never fun when you follow guides religiously but this game somehow managed to be more fun when I was tabbing out every 3 seconds to look at Polygon, which is a fucking achievement.
2015
2013
2015
I just don't have the patience for this. I absolutely adore the world and the soundtrack and the moment to moment gameplay, but replaying a boss for the 18th time (followed up by a 20 minute grind session to get the resources I spent back) is not, y'know... fun. If Sony ported this game to PC and someone released a mod that cut each Bosses' health bar in half this would probably be in my top 10.
2020
This was lovely. It's got rough edges all over (the platforming sucks, the dialogue lacks any subtlety, a complete lack of polish, etc) but it's such a warm, fuzzy game. I spent a good 3 hours total just sitting on screens that looked nice and colouring them in, even though it was completely superfluous. Making this world feel like a world again is such a satisfying loop that I wish the game took advantage of in more meaningful ways, instead of just using colour as a way to activate a spring, or something.
With that said though, the Metroidvania elements are excellent. The world design is top-notch, naturally moving you from place to place and prodding you to explore in really smart ways. Making clothing items a reward for exploring is always a good move, but the brush styles system is on a whole other level. A lot of them are pointless stamp things but the texture and tool ones are incredibly useful, and let you get even more creative and efficient with colouring.
All in all, it's really great. If I didn't have to waste a minute of my life trying to colour in certain objects because they didn't program the hitboxes correctly this would be a 9/10.
With that said though, the Metroidvania elements are excellent. The world design is top-notch, naturally moving you from place to place and prodding you to explore in really smart ways. Making clothing items a reward for exploring is always a good move, but the brush styles system is on a whole other level. A lot of them are pointless stamp things but the texture and tool ones are incredibly useful, and let you get even more creative and efficient with colouring.
All in all, it's really great. If I didn't have to waste a minute of my life trying to colour in certain objects because they didn't program the hitboxes correctly this would be a 9/10.
2019
2017
Probably has the worst UI in any game I have ever played. The Windows 10 version took 6 attempts to get past the title screen because they didn't code the Xbox sign in properly. My controller worked in the menus but not in the actual game, for some reason. The keyboard controls are actual shite, and there's no bindings menu in-game, so you won't even know what they are without googling them. I'm baffled that a game this well-known still feels like an early alpha after 4 years.
Worst part: the funny physics aren't even that funny :(
Worst part: the funny physics aren't even that funny :(
2016