The Palace's geography changes to reflect Sam’s mental status, appearing as a clear and tranquil sky realm during calm moments and a dark and fragmented labyrinth when he’s stressed, upset, or panicked. This is also where he sifts through the information he’s gathered in order to reconstruct events he didn’t actually witness. The second is the “Mind Palace,” a mental landscape Sam visits when going back over his thoughts, memories and observations doing so essentially lets him relive earlier experiences and examine them for new insights. The first of these is his aforementioned technique for visualizing his Double, which grants him a built-in devil’s advocate figure with whom he can debate the merits of his current course of action. The bulk of the puzzles revolve around two unique abilities that have helped Sam to become a skilled investigator. (Using a gamepad would probably solve a lot of these problems they're theoretically supported, but the Epic Games Store-to which Twin Mirror is currently exclusive-is notoriously finicky about which models are supported.) Thankfully, given the finicky nature of the controls, the game saves automatically. These controls are maddeningly sluggish it often took multiple mouse clicks to make the hotspot respond, and several further tries to persuade the context-sensitive system to sense the context in which I needed the WASD keys. Approaching a hotspot causes a hovering marker to appear above it, but in what quickly proves to be a frustrating, unintuitive process, you’ll have to first move Sam so that the hotspot is in his line of sight, then click and hold the mouse button to reveal a list of your available actions, keeping it pressed as you select the corresponding key (usually also WASD). You move Sam with the WASD keys and control the camera with the mouse. Before he can decide whether to leave or get involved, the choice is unexpectedly-and violently-made for him, and suddenly it’s a race against time to uncover the sinister forces at work in Basswood before they bury Sam and everything he holds dear. She insists that the facts don’t add up, and that as a former investigative journalist Sam is the only person who can get to the bottom of it. He winds up getting into town late and just barely makes it to the reception, where Nick’s twelve-year-old daughter Joan-Sam’s goddaughter-begs Sam to investigate her father’s death. He’s only returning now to attend the funeral of his best friend, Nick, who has died unexpectedly after the ceremony he plans to depart again without looking back. Two years ago Sam left his hometown of Basswood, West Virginia after a series of personal and professional collapses, cutting off all contact with friends and loved ones and rebuffing their attempts to check on him. The story starts out promising enough, with several mysteries in the offing and a compelling reason to investigate. On the one hand, it’s a production of DONTNOD Entertainment, a studio with a deserved reputation for releasing quality titles featuring deep, character-centered stories, compelling mysteries, and creative choice-based mechanics, while on the other. It’s appropriate, then, that Twin Mirror itself exists in a state of contradiction. They’re two faces of the same man, and to consider one without the other is to have an incomplete understanding of who Sam is. Outwardly cold and analytical, Sam is nonetheless in constant conversation with his Double, a sort of mentally constructed doppelganger who’s meant to embody all the warm, wise and compassionate feelings that don’t come naturally to him. Duality is a central theme in Twin Mirror: the idea that the way a person looks, feels and behaves under one set of circumstances might be wildly at odds with who they are in another.
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