When things onscreen don't fully make sense, well, I guess being murdered doesn't always make sense. And that's basically how Twelve Minutes begins. Come home to a small apartment. Wife is stoked about tonight's dessert. There's a knock at the door by someone claiming to be the police, who starts zip-tying your wife's wrists and then your wrists. You're now facedown on the floor and this guy, who definitely isn't a cop, is choking you out.
You appear back at the start of the scenario, this time coughing for air and clutching at your own throat. Wife is stoked about tonight's dessert. This time, however, you carry forward your Groundhog's Day knowledge of what just happened a minute ago. Your dialogue options expand from just talking about dessert to saying this feels like the same day, talking about the cop that's about to show up at the door, asking your wife pointed questions about her past, or even pushing past those to even more topics.
The characters' movements are stilted and bizarre. But they're working on that, I'm sure. The onscreen font for making choices is bold, and I like that. This isn't just some narrative playing off the idea that you're in a video game, and isn't it, like, weird that you keep coming back to life? This is on some Twilight Zone level stuff, and I'm completely here for it. Up to this point, Twelve Minutes had my curiosity. But now it has my attention.
Dude: It's also starring James McAvoy and Daisy Ridley. That's correct, the guy from M. Night Shyamalan's Split and the woman scavenging Star Destroyers in The Force Awakens. Also, I'd be scared too if Willem Dafoe showed up one night to choke me out. This game is nuts.
Twelve Minutes is coming to Xbox and PC. [Apologies for the lame only-watch-on-YouTube age-restrictions shackled onto the video below. That's a YouTube thing, not a Gaming Nexus thing.]