TWIN MIRROR
OVERVIEW
In these scenes, we introduce the relationship between Sam and several residents of Basswood. We learn that he has almost only enemies but also a few rare allies. Sam’s different interactions allow us to place him in this context but also to confront him with different emotions. We thus discover different traits of his personality such as his anxiety, his frustration but also his pragmastism and his thinking skills.
CHALLENGE & APPROACH
First challenge was to introduce the mechanic of « Major Choices » impaction the path of the narration. The chat in the car with Joan is made to tech this mechanic to the player. It allows to understand the dynamic between Sam and his Double.
Then, the objectif of the bar sequence is to present several critical characters Sam needs to meet. To control that, I created a crowd allowing a restrictif path for the player. Walking through the crowd, I was able to trigger every meets and make sure the player get the information he needs about Basswood people when I needed he get them, until leading him to the final meet.
Few scenes later, we now need to introduce to the player one of his main feature : « Mind Palace« . So the second Goal Miner’s Haven scene is is the environment of the tutorial. Here, the challenge was to create a puzzle making sense with the narration, difficult enough to challenge the player but easy enough to allow him to understand the new introduced mechanic.
After the disruptive event, the challenge was to force the player to confront hostile people again. To make it happen, I hid critical information in the streets so the player needed to explore several places, talk to people and confort them even if it could be dangerous to him.
My final scene was about confrontant Sam to his anxiety. If the first puzzle made Sam in control of his emotions, this second puzzle had to put him in panic situation making the player deal with a new nightmare. To put him in Sam’s shoe, I created a new full challenge allying a panicking puzzle where the player needed to take control back on his mind, and then a logical puzzle moving the narrative forward.