Miniatures released on November 14, and after being nominated for several awards across the past two years I've been desperate to see what all the fuss is about. I get attached to objects pretty easily. If I see a little ceramic creature in a charity shop or if I look at a soft toy too long, there's a high chance it's coming home with me. Miniatures taps into this feeling and turns it into a heartwrenching narrative-driven story game reflecting on childhood memories, and now I've got an even deeper emotional attachment to my collection of trinkets.
The game takes you through 4 different 'modes' depending on which pretty boring object you pick from the wooden box at the beginning. Select a screwdriver and you'll be assembling a piece of flat-pack furniture, or select a toy and you'll be feeding a lizard. At first, they're basic everyday objects, but the scenes that play out give them a new lease of life and show that even the mundane has a story tucked behind it. I don't know how Other Tales Interactive has managed it, but I quickly became emotionally attached to these simple items and now I can't look at my collection in the same way.
Thought-provoking storytelling aside, it's a visually stunning game. Even though its design seems simple at first, when you delve into the four different game modes tucked away, detailed worlds begin to unravel. It's not just me who thinks so either: Miniatures won an award for best upcoming game art style at Digital Vikings in 2024, the visual design spotlight award at IndieCade 2024, and the Wings Award at A MAZE in 2024 (not to mention a clutch of other nominations.)
I think the colour palette used is one of the most intriguing parts of Miniatures' design, since it revolves around quite cold tones like blues and greys rather than painting its nostalgic storytelling in warm colours. The colours alone helped to create this feeling of something not quite being right, and I felt overwhelmed with an unnerving sense of something going
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