They feel more like breaks between the story rather than they do actual challenges. For instance I was trying to find a big brain solution for how to get across this gap, thinking maybe I was looking at it wrong and needed to somehow balance this brick or scale the wall edges- but no the answer was 'make key you forgot existed big and walk over the top'. GEM I think this was one of the first games where I've gotten stuck because I overestimated the complexity of a puzzle. That's bad design in my mind and it happened a lot. Checkpoints are also too few and far between so when you do have to restart you need to replay big chunks of the game just to get back to where you were. My biggest pet peeve though is that it's possible to lock yourself out of a solution. The most difficult part was wrangling the objects into place as they tended to bug out if I wasn't holding or putting them down at just the right angle. The puzzles themselves aren't challenging enough to be interesting to me and don't take enough advantage of the cool concept. RAD I like to think so! Which is also how I know that we're going to have very different feelings about Maquette. RAD With great power comes great responsibility and the possibility of giant cheese toasties. It's a great concept and one of those cool video game magic tricks I'd love to have in real life. Vice versa: can't get that crystal through a tight spot, pop it down on your side and you can grab the miniaturised version from the model world. Need to get a door open but the key is too small? Not a worry, drop it in the miniature diorama a it'll appear in a larger form on your side. GEM By manipulating objects on one side, you can change how they appear on the other. The actual game part of this puzzle game takes place within two spaces, the main world and a smaller model version of the space you're in. Even so, the creative possibilities of this Russian doll world seem to extend beyond this brief, delightful exploration.RAD Maquette is a first person puzzler that explores the life cycle of couple Kenzie and Michael's relationship as they meet, fall in love, and grow apart over the course of their time together. Like the relationship it maps, the game is at its most elegant and pleasing in the early stages, when its challenges are clearly stated and simply solved. In its juxtaposition of abstract puzzles with domestic-scale storytelling, Maquette is more familiar, following the tradition of indie games that link high-concept puzzle-solving with romantic introspection. Even so, at times the puzzles are bewilderingly arcane, even discounting the fact that the player is learning the rules as they go. It is exhilaratingly novel game design, increasingly rare in a medium defined by iteration and genre. In the early chapters your time is mostly spent figuring out how to unlock doors and enter inaccessible places, by shunting pieces of furniture around and resizing keys between dioramas. The boy-meets-girl story plays out exclusively in audio snippets and pieces of text plastered on to the environment. This is a realm of fairytale castles, ornate bridges, gleaming keys and mystical orbs. Maquette’s visual world is expressionistic rather than realistic. It’s a simple interaction that leads to mystifying complexity – much in the same way a relationship develops from a first kiss. The game is, then, a series of nested dioramas: move an object in one dimension and it moves in the others, at scales both great and small. Step outside and you are able to physically clamber on to the staircase and hop into the neighbour’s garden. You might, for example, place a tiny model staircase beside a neighbour’s high fence on the model. Move an object on the model and, simultaneously, the full-size object moves, with great, clunking heft, outside your door. The simplest way to understand the highly experimental design that sits at Maquette’s core is to imagine, on your kitchen table, a scale replica of the street outside. It’s a straightforward premise for a game that is anything but. Romance soon follows and the game – the latest from the tasteful video game arm of the Hollywood studio Annapurna – charts the blossoming of a young relationship. Maquetteopens with a conversation between two strangers in a San Francisco coffee shop, a flirty interaction sparked over a sketchbook.
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