![]() Most of what you encounter on this front is text-lines from a letter from one half of the couple to the other-that appears in the environment, akin to What Remains of Edith Finch. Tying together the puzzles is a loose narrative about two people meeting and falling in love in San Francisco. It’s weird in a way that forces your mind to adjust to new possibilities, and it’s the sort of thing that you could only ever experience in a video game. Though I do have a few issues with the puzzles themselves-quite a bit more on that soon enough-the idea has all of the instant magic that made Portal such a blast. ![]() It’s a bit mind-bending and difficult to put into words, so it may help to watch a quick trailer, if you’re having a hard time following.īecause the concept is so interesting, and because it works how you expect, Maquette can devise puzzles around it by only adding a few other interactions: flipping switches, picking up objects, rotating them, and dropping them. You can even change your own size, relative to your surroundings, by moving in or out of the recursions. If you pick up an object and place it in the miniature, it’ll drop into the full-scale environment, only much larger. Most of the environments you explore are nested, with a smaller version at the center of the larger one, and vice versa. Its big gimmick-and I don’t mean that in a disparaging way-is recursion. Based on the early trailers, it felt like exactly that sort of game. To be honest, that was the reason I was excited to review Maquette, the debut title from indie studio Graceful Decay. After the runaway success of Valve’s 2007 title, developers big and small took the formula and ran with it: Come up with one mind-bending gimmick, and use it to put players through a gauntlet of puzzling fun. It should be noted that the game does deviate from this playstyle at certain times and, if you want to learn more, check out our Maquette review.If there’s any genre I’m sad to see in decline, it’s puzzle games in the tradition of Portal. ![]() Some items can be used to create bridges or ramps, while the usefulness of others will only become clear when they reach a particular size. You solve puzzles by moving objects around the model and the locations around, upscaling and downscaling them as your needs be. There are, in fact, three versions of the world - the small model in the central dome, the area around the central dome which is at the correct right for you and the larger world outside.Īll three locations exist within each other and all are affected by your actions, even if that action is unseen. Maquette focuses around the idea that you can solve puzzles by manipulating a model of the world you're currently in. If you don't, then you'll need to replay the game until that specific section. The game doesn't have a chapter selection mechanic, so, if you want to replay a particular level, you need to ensure you made a dedicated save file at the beginning of the level. Maquette is a linear puzzle game consisting of seven chapters to reach the next chapter you must fully complete the one you're currently playing. We also have a Maquette trophy guide for those who want to obtain Platinum. The guides listed below explain how to solve every puzzle you encounter in Maquette and, because of this, they do contain spoilers: The majority of the chapters contain a selection of puzzles you need to solve to progress you'll know when you're on the right track when either a cutscene plays, text appears or you have a line of dialogue. Maquette is divided into seven chapters of varying lengths. ![]() ![]() Watch on YouTube Maquette Reveal Trailer Maquette walkthrough ![]()
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