[Review] 60 Seconds!


Break Up
Game: 60 Seconds!
Genre: Adventure, Casual, Indie, Simulation,Strategy
Developer: Robot Gentleman Studios
Publisher: Robot Gentleman Studios
Release Date: May 25, 2015
Platform: PC / Windows 7
Overall rating:  8/10
Graphics: 7/10
Controls: 6/10
Level/Puzzle Design: 7/10
Sound: 7/10
Story: 7.5/10
Replay Value: 9/10
Community: N/A



You are Ted: loving husband, father of two. You lead a lovely, peaceful life with your family until the nuclear apocalypse strikes. Now, you have 60 Seconds to decide what’s important enough to bring into the shelter with you… and survive as long as possible.

60 Seconds is not quite what I expected it to be, though in all honesty I’m not sure entirely what I was expecting of the game, but it has its charm still.
It is, in its core, a survival text adventure with some mild dark comedy thrown in. Yes, there’s a part that’s kind of action-y (the initial 60 seconds of it), but it’s played for such small amount of time it’s hardly noticeable, even if the contents are quite relevant to the development of the story.

Let’s split it up.

Entering the game you’re presented with the options (not counting the tutorial): A regular game, which includes the action part and the survival part; a scavenging game (which includes just the action/scavenging part) and the survival part (which is survival/text adventure, mostly, with randomly generated resources).
Each game play style has three modes: easy, medium and hard. I rather enjoyed that they would give us the freedom to choose which part we liked best to play, rather than force us to do both play styles in one go.

On the action/scavenging part of the game, you have 60 seconds to gather as many items/resources as you can, toss them in your shelter, and enter it yourself. You find all this in your house: your house is randomly generated with each new game, so that the items and rooms are never in the same place. The items you can get range from food and water, to your family, radio, axe, gun, gas mask and other survival items. At the end of the 60 seconds, you must be within a certain area near the shelter, or risk not surviving the apocalypse yourself. To make matters more complex, you have only four slots, and some items take up two slots, so you’ll have to make several trips to the shelter to get everything there.

The graphics on this part of the game are 3D cartoony; they feel kind of awkward to me, and so do the controls. You move with wasd and turn with the mouse, but turning takes too long. You grab the items with a mouse click, but in order to grab it you have to be facing it almost perfectly (the white outline will turn red) and as I’ve just stated, turning is really friggin’ hard, making the whole 60 seconds section super frustrating. Still wanting to up the complexity of the controls, furniture will be in your way, which means you can bump into it and drag it along, slowing you down. This would, again, be much less annoying if you could turn without having to move your mouse in 500 circles per quarter of a turn.

Thus, a section of the game that could have been quite fun was instead rendered quite annoying and frustrating (in case the first 50 times I said it was annoying and frustrating wasn’t understood… )

Once the 60 seconds are up, you move on to the survival part.

Congratulations! You’ve survived the bomb! But now you must survive until you are rescued. This is the part of the game I enjoyed the most, even if some of the texts and outcomes became both a bit repetitive and predictable.

You switch from the 3D cartoony graphics to 2D cartoony graphics. I wasn’t overly fond of the art style at first, but it grew on me, and now it just seems to fit the mood of the game quite well.
On this screen you will be presented with however many survivors and resources you threw into the shelter.
Each day you will go through the same motions: you open up the notebook, and it will tell you a little story, what’s going on with the family, what’s needed, etc… Each day you can ration food and water to them (or not). Every so often you will get story prompts: send someone to the surface, fix this, kill that, solve a problem, etc… and you may not always be able to do them all, depending on if you have the item needed for it or not.

The graphics, though mostly still, are quite dynamic. You see the family change as days go on and things happen: they will look different when sick or hurt, when hungry or crazy, they will grow beards, get dirty, etc…

For the most I enjoyed this part, but it was a bit bothersome that no adults in the bunker meant you instantly died. I could understand it if only the youngest boy was the only one to have survived, but I’m fairly sure the teenage girl is capable of at the very least open a can of soup/bottle of water, so I think it’s rather unfair that if she’s left alone she ‘dies’ the very next day. I should at the very least be allowed to play her until she actually truly dies too or runs out of resources or whatever.

60 Seconds has some very amusing parts when it comes to the text, if rather dark in nature, but it can also be quite frustrating to play in the scavenging part. I feel like the problems turning and grabbing things should be considered more as a bug than as something they should’ve done to make the 60 seconds more difficult, and I hope they will consider fixing it in the future. (Yes, I know, the bug report sticky says it’s fixed, but it’s still too slow for me even after having gone to the settings).

I also hope they will add more endings as even in a short play through some of the events and endings repeated. Aside from that, 60 seconds can be quite an enjoyable game, particularly as you can choose to replay whichever section you have a preference for without having to forcibly do the other. It won’t be amazing, and it’s probably not worth quite the full price (maybe pricing it $5 would be better than $10), but it’s not a bad game at all.