
The game plays out like your typical DONTNOD experience with environments to rummage through and a handful of dialogue choices to make — affecting the narrative and ending in the process — with a somewhat interesting use case for the Mind Palace. Sam enters a sort of alternate reality where he can piece together crime scenes to gain a better understanding. It’s neat, but nothing you haven’t seen before in past Sherlock Holmes titles. And while one more twist provides the protagonist with a physical manifestation of his sub-conscience, it’s more annoying than helpful. The same can be said of most characters in Twin Mirror, actually.















