Many of these themes are secondary to the game’s central conceit: facts versus feelings. Complex themes are explored such as unemployment, drug abuse and the unpredictable perils of adult relationships. With Sam and the key residents of Basswood being a fair bit older than the leading characters in Life is Strange, the narrative feels far more mature. Before long, Sam’s plan to have a fleeting visit turns into a much deeper affair, as the hidden underbelly of Basswood begins to reveal itself, showing just how much has changed in the time since Sam’s been away. Things take a strange turn when the young daughter of the recently deceased seems to suspect foul play, begging Sam to take her claims seriously and investigate the death for himself. Sam’s story picks up as he returns to his small American hometown of Basswood, where the sudden death of an old friend forces him to confront everything he tried to forget. In Twin Mirror, players step into the shoes of Sam Higgs, an ex-investigative journalist who has clearly been burned by the events of his past, now living in a state of emotional disconnect from the people who were once closest to him. My hope with Twin Mirror was that it would showcase the studio’s full potential as one of this medium’s pioneers when it comes to narrative-driven interactive experiences, and while I enjoyed my time Twin Mirror, it saddens me to say that it also left me feeling disappointed – but let’s back things up for a moment. Now, it’s back yet again with its first-ever self-published experience, which for any developer is a huge achievement. After the near-perfect Life is Strange 2 reached its epic conclusion before the arrival 2020, the developer broke new ground with Tell Me Why, a three-part family drama that put a transgender character in the limelight. Sam will stay at the bar until late at night and then wake up in his room.Twin Mirror marks the first self-published title from DONTNOD, the critically acclaimed studio behind the beloved Life is Strange franchise.ĭONTNOD has had quite a run as of late. Let's make a toast and write a message to Joan. We tell the owner of the establishment that everyone loved Nick and he was a good father. We talk with the police and Tara and go to the bar. After talking with Anna, Walter will offer a drink. In the dialogue, we do not touch upon the topic of the accident and her relationship with Nick. We hug her and inform her that it was very difficult to come back. We watch Anna's beautiful song, examine the flowers and the guitar, and talk to our friend. We examine the photo and restore one more memory, and then we hang the item on the free space on the board. We condole with Katy and do not mention the incident and death of a friend. In all dialogues we try to be friendly and tell the truth. We communicate with the rest of the visitors and approach Katie. We restore the memory and observe the dance scene with Anna. We study the machine and find ourselves again in the halls of the mind. We pass a little forward and meet Tara and Hugh, the new owner of the pharmacy. We tell Officer Declan that we came only for Nick's sake and we are examining the premises. We listen to unpleasant statements in our direction and decide to remain silent. We examine the cars and nearby objects: a bicycle, posters of football matches, a door and a sign around the corner of the building, and then we go inside the building. We approach the vending machine with magazines on the right and study the latest issue of the local newspaper after purchase. We approach Walter and, after a short conversation, hug him. She will be delighted and go back to the bar. After talking with our inner voice, which appears in the form of an imaginary friend, we promise to help the child and conduct an investigation. In dialogue, we apologize for our deed and make the first important choice in the game. She is sure that her father could not have crashed his car through his own fault. Having reached the very top, we learn about the main reason for Sam's departure.Īfter watching another video, we meet the girl Joan, the daughter of Nick's best friend. We go up the stairs and along the way we restore all the memories that will drive up on special platforms. The hero will think and be transferred to his memories. We go downstairs, examine the nearest objects and pass along a small path forward until we find ourselves on the observation deck. On the way, Sam will stop at a familiar place, and we will be able to admire the beautiful view of Baswood. We watch a short introductory video, in which the main character returns to his hometown for a friend's funeral. Twin Breaker: A Sacred Symbols Adventure | Story Mode Gameplay
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