![]() If you are a complectionist, you can easily do 100% at this game within four hours. There is an interesting gameplay mechanic at the core of Maquette, though it's executed rather poorly. The challenge as a player is to get the There is an interesting gameplay mechanic at the core of Maquette, though it's executed rather poorly. The challenge as a player is to get the maximum enjoyment out of this interesting mechanic while tuning out the narrative as much as possible. The voice talent makes a valiant effort to breathe some life into the script, but there's just nothing there. What we're left to experience is something like a very sweaty, uneventful scene at an amateur improv theater. Except in the case of Maquette, we must live with the knowledge that this is a fully scripted disaster. I mean this without exaggeration: it is not possible to create gameplay sufficiently enjoyable to counterbalance Maqeutte's voiceover scenes in which two flat characters quip tritely as a coloring book picture slowly fills in like a loading screen from the pits of hell. This is a game which would well and truly benefit from a complete excising of its narrative.I think over the last year, indie puzzle games have found their niche, games focused on perspective, size, and infinite. These ideas are simultaneously thought-provoking and fun to play around with. Pair those ideas with a balance of fun and challenging puzzles with an interesting art style and narrative, you’re bound to have a good game. Maquette falls into this niche in a way that hasn’t been explored yet, romance. It’s an intriguing concept that ended up being an okay story. Still, it never managed to grip me as tightly as the initial sense of wonder in the game’s mechanics, and I’m already familiar with these ideas after playing Manifold Garden and Superliminal last year. I forgot how thought-provoking it was to mess around with scale. I mean, you can literally twist the world in on itself. It’s fair to say this is an impressive debut game for the San Francisco-based developers at Graceful Decay. Maquette follows the memories of a past relationship between artists Michael and Kenzie, voiced by the incredibly talented Bryce Dallas Howard and Seth Gabel’s real-life relationship. At its core, this story focuses on love, struggles, but, most importantly, acceptance. The conversations and unconventional method of storytelling through text in the environment are memories. Memories of a relationship passed, written as a sort of memoir by Michael about his experiences, giving himself closure. As a story, it isn’t a new or innovative tale. ![]() The talent from Howard and Gabel was a tremendous and unexpected touch. However, I feel that sappy cliché writing didn’t allow them to flourish. I did, however, enjoy the way the story was told. From the very beginning, when we’re first thrown in, the plot is presented in the form of text written on a wall. That continues throughout the game as you progress, but there’s also the occasional scene in which the voice acting takes center stage.
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