I can definitely think of one sequence where I had no idea how I managed to get past. Maquette’s puzzles also became quite clunky towards the end of the game. This went on to happen frequently throughout the entirety of my playthrough. It almost felt as if the game pauses for a split second as the text appears on the screen. In the prologue, I experienced frame drops every time text appeared. Unfortunately, I also found that if you are holding an item during a cut scene, it will cover the screen, impairing your vision of the wonderful art unfolding in front of you. My engagement was high whenever a cutscene ensued, even to the point where I would ignore my significant other. I wish the game leant more heavily in this direction, changing the game into a visual novel rather than a puzzle game. ![]() The way the art sprawls across the screen as the characters voices are drawn to life is amazing. The cutscenes are stunning and the best part of Maquette. “Maquette’s puzzles also became quite clunky towards the end of the game.” Luckily, there weren’t any times where I cursed at the screen in frustration, unlike some other games I have played. The puzzles require some “out of the box” thinking, which you might not be ready for late at night. There are occasional references, but for the most part, you’re completing puzzles for the sake of it. However, the puzzles are completely disconnected from the story. While the puzzle concept sounds promising, I feel like Maquette doesn’t push the boundaries of its own design.Įach level uses unique puzzle mechanics to progress through the story. Things you do in the smaller world might help for navigating in the bigger world. The player must solve puzzles by using the different sizes of each world with each other. Similar to that of a popular anime, Paprika, or a more well-known Hollywood film, Inception. Maquette’s big hook is a recursive world with infinite versions of itself as your playground. The ending feels a little abrupt and doesn’t end on a definitive note. Eventually, it transforms into a wonderful story perfectly representing how awkward and uncomfortable breakups can be. At first, it feels a little forced, trying to sell how connected the two characters are. Maquette’s narrative is a little cliche, but that’s what it is meant to be. In-game Screenshot “Maquette’s big hook is a recursive world with infinite versions of itself as your playground.” It tells the story of an individual reliving memories of a past relationship through text written on the walls and occasional moving art, supported by conversation voiced by Bryce Dallas Howard and Seth Gabel. Maquette boasts an absolutely stunning world, drawing imagery from fantastical Disney castles. ![]() While Maquette has a truly unparalleled premise, the story plays it safe, lacks depth and leaves a lot to be desired. The gameplay mechanics drew me in, with a puzzling concept so unique it seemed like it was the second coming of Portal. After just one look at the trailer for Maquette, I was immediately fascinated.
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