![getspc zip getspc zip](https://i.ytimg.com/vi/MszGYNn6Alw/maxresdefault.jpg)
Seen from above, you don’t know what anyone looks like unless they’re lying supine you can’t see facial expressions and can only really pick up more expansive physical gestures. The viewpoint also causes problems, most notable of which is the dehumanising of its characters. There are also moments where the game’s artificial intelligence can’t keep pace with events, so when your wife comes out of the bathroom to find you standing in the coat cupboard using her mobile to tell a stranger that you think she secretly murdered her own father, her response is to give you a kiss on the cheek and tell you she didn’t hear you come in.
![getspc zip getspc zip](https://images-na.ssl-images-amazon.com/images/I/513AJFEMG2L._SY291_BO1,204,203,200_QL40_.jpg)
![getspc zip getspc zip](https://d20eq91zdmkqd.cloudfront.net/assets/images/book/large/9781/5012/9781501252679.jpg)
It’s still very much an indie production though, its rough edges popping up in occasional crashes to the home screen, or characters locking up, forcing you to restart the game. The standard of the voice acting is just as outstanding as you’d expect, helping to mitigate the endless repetition and tight confines of both the space and the action. James McAvoy plays the husband, Daisy Ridley his wife, and Willem Defoe is the murderous copper coming to get them. In development since 2015, but by a very small team, Twelve Minutes employs an all-star cast. As the plot unfolds and you delve deeper, each character becomes a lot more sympathetic than you might initially think.
![getspc zip getspc zip](http://i.ytimg.com/vi/0VlFZ-_ik8Y/maxresdefault.jpg)
Sometimes those revelations only cause more trouble, but timed right, and with the right props in play, you can leverage things to uncover new information your gradual work of trial, error, and logical deduction leading you further down the rabbit hole of your wife’s apparent indiscretion, and why the aggressive policeman wants her father’s watch so much. Knowledge you gain from past time loops carries forward, so you can speak to characters about things you couldn’t possibly know about them, but which you gleaned from previous runs. At those times using the right prop in the right way can winkle out a fresh plot point or dialogue option. Naturally some of them aren’t, or at least they only become useful at certain moments and when specific conditions are met. The question is, how is any of those things useful? You can also flush the fake candles from the table down the toilet.
GETSPC ZIP ZIP
The empty mug on the side table can be filled with water from the sink, you can use your house keys to unscrew the central heating vent in the bedroom or swipe the knife from the countertop to try and saw through the zip cuffs the cop will restrain you with in many of the different ways the scenario can unravel. You soon discover that as well as interacting with objects, you can combine them. None of those is an immediately promising lead in a near-decade old murder enquiry. You can sit on the chairs at the table, flick light switches to illuminate or darken rooms, open the cloakroom cupboard or the medicine cabinet in the bathroom, and find your wife’s freshly prepared puddings in the fridge. Initially there seem to be very few things you can actually do. Viewed from directly above, you see your character walking about, moving between rooms and interacting with objects. From this tightly confined sequence of events, your job is work out what’s going on, and find a way out of it. Beaten senseless by the cop, you instantly reappear back at the front door, having just arrived home. Your character arrives home, greets his wife and sits down for a late pudding, before being interrupted by a homicidal police officer accusing the wife of murder and searching for her long dead father’s pocket watch. Enter Twelve Minutes, a game that takes place in a single scene, but one repeated over and over and over again.