

The game has a cool Saturday morning cartoon vibe to it that I was really into.īut the crux of a puzzle game are the puzzles of course, and Scarecrow have taken a slightly different approach. I was also a fan of what developers Scarecrow Studio describe as “high-def cartoon art”. She had a strong Laverne from Day of the Tentacle vibe. The cast of characters was suitably wacky: a raccoon, a man in a diving suit hunting a lake monster, and a girl playing host to three different personalities.

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I got to play as her in a short segment of B plot, so as not to spoil any of the puzzles in the main story. That’s, like, two retros for the price of one.īetty Anderson, a plucky amnesiac teen, is one of two playable protagonists. In this case the game is set in the ‘40s, and the character I played is wearing a poodle skirt and a letterman jacket. Point and click puzzle adventures have had a bit of a resurgence over the last few years, and it seems like every one of them kind of markets itself like it’s the first one to bring back the genre (3 Minutes to Midnight’s Steam page says “Yeah, puzzles - remember those?”, as if there hasn’t been a single puzzle in a game since 1989).
3 minutes to midnight game series#
Those old Lucasfilm/LucasArts ones like Day of the Tentacle and the Monkey Island series were some of the first games I ever played, and they taught me how puzzles in games are supposed to be solved. I played it at EGX last weekend, because I really like PnCs, as we purists definitely call them (do not check that). Lastly, there is an intelligence track – a high intel capability from U2 spy planes, satellites or submarines gives more ability to influence the events as they come out and react quicker than your opponent.3 Minutes to Midnight is not, as my brain keeps suggesting, a sequel to a classic Maiden track, but a point and click adventure game. CIA will be busy security those secrets and keeping advanced trade items away from the Soviets. Spies are deployed by players to try and instigate coups or stamp them out, and for the Soviets to infiltrate and steal western technology. Military is covered in three areas – nuclear, which prevents aggression against your nation Conventional – which gives options to be more aggressive Navy – boosting intelligence gathering and ability to invade from the sea, as well as hunting enemy strategic missile submarines. Technology is represented by a technology tree including nuclear weapons, the space race, armed forces, computing and industry and for the Soviets agricultural progress. The point of the events is to add friction – you’re never in complete control and will have to react to changing events. This means that you aren’t quite sure what’s going to happen in each game – you can’t load a particular country because you know something is going to happen, because there are very few fixed events. The deck also contains around a dozen events per turn which, when pulled, may trigger – or may not – some of those that do not trigger go back into the deck for next turn and some are gone forever. Calm down an angry populace (and the Russians can apply the KGB for this purpose as well).Deploy armies into civil wars or proxy wars or send arms & advisors.Strengthen strategic forces (ICBM, SLBM, Stealth bombers).Invest and create trade opportunities, improving the economy.Influence a country, marking it as pro-US or pro-USSR or changing its government type (Communist, Democratic or Authoritarian).The primary resource is money, which can be used to: The game is highly asymmetrical – the US has presidential elections & national debt to worry about, while the Soviets must try to achieve their 5-year plan and navigate freedom (or lack thereof) within the Soviet Union itself, with the risk of the whole Communist system coming crashing down if you reform too quickly.
3 minutes to midnight game full#
A scenario runs 1-3 hours up to 6-7 hours for the full campaign game. The scale and depth of the game is unmatched by any other game on the market for this historical period – this is a detailed simulation of the cold war covering military, economics, politics, and trade, all in a playable package that hides the complexity and lets you focus on the strategy. 2 Minutes to Midnight is a fresh design using a chit-pull system to explore the cold war in 5-year turns starting in 1946 and running for 9 turns to 1990.
