
After that Sam finally made his approach to the wake itself, and the demo ended just as he entered the bar. They promised that these major decisions would have lasting impacts on the game, and this was one of the big ones. On the other hand, The Double feels that they're trying to give reason to a random accident and that by making this promise you're just setting Joan up to be let down and hurt further.įor the demo Dontnod chose not to help Joan, causing the girl to get upset and leave the wake by herself. In this instance, Sam's journalistic mind kicks in and he wants to help his goddaughter both because it feels like the right thing to do and because maybe the pieces don't quite add up. Both characters will argue their respective points. Internally, Sam is having a debate with The Double about what to do. Yet just because time froze doesn't mean nothing is happening. To make things a little more dramatic, time freezes.īy the way, just because Twin Mirror has a Sam doesn't mean it's Samcore. It's here where we're presented with our first major game narrative changing choice: help Joan or don't. Joan has a theory that Nick's death may not quite be accidental and asks Sam to look into it. Outside he's met by Nick's 13-year-old daughter, and Sam's goddaughter, Joan. The only hope is that he continues to only exist inside Sam's head, since if he ever leaves that may be a problem.Īt this point, the scene transitions over to Nick's wake, with Sam showing up quite late. The Double is everything Sam is not: confident, loud, a people person, and more than happy to ditch that stupid journalism nonsense in favor of going to a bar. While he may only exist inside Sam's head, he certainly has a lot of opinions that he's willing to share. This is The Double, who serves as Sam's alter-ego. We got one more scene at the overlook, with Sam running into an odd figure. One example given is Sam finding an "S + A" inside of a heart that he and Anna carved into a tree. If you ever wanted to see how he felt about someone or get a chance to look over all the mementos that you find about them, this would be the place to do so. That may seem like a weird thing to show off, but we get to see that Sam keeps notes on all the people he meets in here. Here we get a chance to see the game's pause menu. I am certain this photo conjures up exactly 0 bad memories While reflecting on this memory, Sam also makes a major mistake of missing the whole reason he came back: Nick's funeral. It's an obviously unhappy memory and gives one, of likely many, reasons that Sam ultimately chose to flee his hometown. The Mind Palace eventually ends by showing Sam's attempt to propose to Anna, something that ends, well. Dontnod also said that the Mind Palace is one of the features that has been revamped since they last showed off Twin Mirror and that they were keeping some parts of it close to the chest. Even if the short section we saw was little more than walking forward and inspecting things, it's certainly a visually exciting way to present these tidbits from Sam's past. It certainly is visually unique, with the crystal worlds flying by and slowly dissolving as Sam remembers more moments in his life. One floats by of a mysterious person playing on a Pac-Man arcade cabinet (notably, it was actually Pac-Man, which is a nice touch that makes the world feel more real.) Another saw Sam's first meeting with a co-worker, and eventual ex-girlfriend named Anna, who does human interest stories.ĭontnod notes that, while the Mind Palace isn't really a unique concept and has been done in many other forms of media, they made sure to put their own spin on the concept. The palace is represented by floating crystal islands, each with little bits of memories on them. You can reconstruct important events here, using logical deduction to try and figure out what happened. Upon reaching an overlook we get introduced to an important gameplay element: the Mind Palace.
