Maquette game soundtrack
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Maquette has a very indie, 500 Days of Summer feel to it and that’s exactly what the soundtrack provides. I will however, hand out some to praise to the licensed music though because it actually fits the setting of this game to a T. It’s even more disappointing that the voice actors for Kenzie and Michael, Bryce Dallas Howard and Seth Gabel who are married in real life put on such a convincing performance for a story that’s pretty much already over before it ever truly began. I’ll admit the complication of the story does seem intriguing at first, though once you start to realise that it happens more than halfway into the game, you’ll already be long checked out by then.īefore I could become emotionally invested in this pair, Maquette was already in its closing chapters. Before I could become emotionally invested in this pair, Maquette was already in its closing chapters. As this game is quite short, there’s sadly not enough time to flesh out these characters and build a meaningful narrative that leaves a lasting impact. Some minigames tucked away here would be a great palate cleanser.Ī similar problem lies with the story too. You’ll know what I mean when you see ’em. There’s a certain flow and feel to this game’s formula, so when Maquette starts to break that rhythm, it becomes really noticeable. Some of the steps required to complete a few of these conundrums just weren’t conveyed properly either. Some of the brain-teasers will make you say “wow, that was the solution?” But those issues are few and far between. And when a few of the puzzles require walking large distances to test out or retry certain solutions… That can get frustrating, fast! What did start to annoy me was that the devs opted to not include a sprint button. That being said, some of the brain-teasers will make you say “wow, that was the solution?” But those issues are few and far between. The puzzles themselves offer up quite a bit of variety in their execution and definitely compel you to think in more of an abstract manner. There is a bit of jank when it comes to physically inserting or rotating objects because some of the upscaled models can be caught on all sorts of geometry, but it’s nothing too irritating. It consistently forces you to think in size, rather than just simply finding the appropriate object for the solution. It takes a moment to sink in, but once you get the hang of it, the whole concept ends up working exceptionally well. So for instance, early on in the game, Kenzie will receive a regular-sized key to open up a locked door, but instead of just throwing it away, you can instead upscale that same key and use it as a makeshift bridge of sorts to cross a gap that’s too far to jump. How it works is that certain objects can be collected and brought to a smaller model of the game’s world map, and either be scaled up or down in size depending on the needs of the player. I’m a big fan of Maquette’s puzzle approach here.
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This model bridge will suddenly appear life-size in reality.