I don't understand The Sexy Brutale. I played for an hour while chitchatting with design director Charles Griffiths. After that hour, I felt like I was almost there, like everything had almost clicked. But then the demo ended and I was left to wonder if my intuition was accurate. There's a lot to process.
The quick pitch on The Sexy Brutale is that it's a Groundhog Day-type approach to an eccentric murder mystery. Over the course of one day (nine real-life minutes), ten guests are offed in increasingly unpredictable ways. The first one was simply shot; the third was killed by a giant spider.
Replaying that fateful day over and over is key to saving them because before you can save them, you have to understand them. So there's a voyeuristic aspect -- staring through keyholes, listening through walls -- to it all. You need to learn their routines in order to intervene. There's a certain amount of tinkering that's necessary because almost everything (objects and interactions) has some eventual use. It just may not be the use you immediately need.
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