However, as the game progressed, it became clear to Antonio and his team that everything hinged on the player believing in these people and caring about them so they act on what's happening with urgency and investment. I thought it would just be dialogue speeches as the game was always top-down, and we never see the character’s faces." "But when I started, I never expected to have voice acting. With only three main characters in the game’s entire narrative, Antonio says 12 Minutes now feels more like a character piece along the lines of a theater play. But he accumulates all the knowledge of the things he went through." The character is going to learn alongside you, so everything you experience, he is going to experience, and then everything resets. He continues, "And that's the main motivation of this project, this accumulated knowledge and how the player interprets this accumulated knowledge. And then what if the game is actually not telling you what to do?" It was about people, about relationships, about how you interpret others and their actions. "And then I realized what's really interesting about this is how you use that knowledge, which is not just about doors or key codes. "But it felt very superficial," he admits. In the early development, Antonio says he was focused more on task-based elements, like a player learning key codes for locked doors to ascend levels. "As long as you can click on your mouse, you can go in and explore what I hope will be a rich experience."ġ2 Minutes game play frame. "This game is really designed for people that don't play games," he says. With 12 Minutes, there’s nothing to guide you, which was Antonio’s choice to make the game more elemental. With most of today’s games, there are any number of maps, visual hints, or non-playable characters baked into the fabric of the gameplay to help the player move through their overall goals. Then, you have to use the knowledge of what is about to happen to change the outcome and break the loop." You try to stop him, but you get knocked out and go back to the start of the evening. As the evening starts, a stranger knocks on the door and accuses the wife of murder. You play as the man who comes home from work. "There are two main characters: the husband played by James McAvoy and the wife by Daisy Ridley, and then the intruder played by Willem Dafoe. "The whole game, all of it, happens inside the apartment," Antonio explains to SYFY WIRE. While the graphics are relatively basic compared to high-end titles these days - much like an elevated Sims - the sheer scope of the freedoms afforded to the player within the set feels positively endless. With its noir aesthetic and claustrophobic set contained within one modest apartment, 12 Minutes felt akin to playing the really evolved cousin of Zork mixed with an adult version of a Choose Your Own Adventure book. Last month, Antonio gave SYFY WIRE an interactive walk-through of the most recent version of 12 Minutes. The result is 12 Minutes, a top-down navigation game from Annapurna Interactive that uses your decisions - from the micro to the macro - as the game’s engine. Knowing that all video games are essentially a loop of decisions that play out based on the player's course of action, Antonio was driven to explore making a more intimate video game that uses time loops, like Memento or Groundhog Day, as the backdrop concept for an interesting interactive experience. Eight years ago, artist, developer, and director Luis Antonio left the world of corporate gaming companies to go indie and explore the idea of a game all about accumulated knowledge.
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