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Maquette gameplay screenshot.

Model review

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What is it? A first-person puzzle game with a psychedelic scale.
Estimated payment: 20 USD/15.49 GBP
Developer: The decline of gratitude
Publisher: Annapurna Interactive
Comment time: Windows 10, GeForce GTX 1070, Intel Core i7-9700 CPU, 16GB RAM
multiplayer game: No
Association: steam

Maquette is the first game from the Grateful Decay studio, hoping to inject an emotional pulse into this calm first-person puzzle game. Classic works of this type-Mystery Island, Rift Valley, Witnesses-are deceptive and occasionally clever tests of perception and reasoning are very heavy, but unless you are one of the rare souls who delve into the legend of Denis, you have little chance Feel any important investment in those lonely shores, or strangers who wash up on them. Maquette took the opposite approach.The environment is still surreal, psychedelic, and very mystery, But it conceals all its strangeness in a very ordinary narrative, telling the story of two San Francisco artists falling in love. There are no shocking twists and turns or painful ambiguities or creepy bets. No, this is a very ordinary and related story, something that happens every day. This is Marquette’s strengths and weaknesses.

(Image source: Graceful Decay)

In Maquette, you move time and space to climb a set of stairs.

Before we delve into all of these, let’s talk about Maquette’s puzzle. You find yourself deposed on a mysterious pagoda, surrounded by steeple castles, haunted woods and blooming gardens. In the center of the pagoda is a three-dimensional model, which reflects the surrounding terrain in a smaller scale. Everything is reflected and refracted. If I hold the key and place it in the corner, a much smaller key will appear in the 3D model. If I pick up the smaller key and throw it elsewhere in the 3D model, the regular-sized key will appear at the same coordinates in the real world. So, in the early puzzles, I took my normal-sized key and inserted it between the two pillars of the three-dimensional model. Sure enough, when I walked to that place, I saw a huge golden key falling from the sky, acting as a temporary bridge.

Every puzzle in Maquette repeats this concept: use the power of perspective to narrow or expand the map. Almost all of Maquette’s seven chapters revolve around the three-dimensional model. After playing for an hour, the design team will ask you to explore the edges implied by this distorted reality.perhaps you yourself Stand in a three-dimensional model, and there may be a larger three-dimensional model containing your conclusions normal size. Just thought out. For some of Maquette’s more grand revelations, other similar games simply cannot be assembled. In The Witness, when you notice an orange conspicuously placed on an inconspicuous tree, a sublime Eureka moment may occur. In Maquette, you move time and space to climb a set of stairs.

(Image source: Graceful Decay)

The three-dimensional model, in my opinion, is a very transparent metaphor. The honeymoon period, in the first few chapters of the game, is full of desolation and verdure-there is nothing but happy birdsong. As the rifts in the relationship began to appear, the environment became more chaotic, gloomy, and dilapidated. In the end, disaster struck and the reconstruction process restarted.

The story of Maquette unfolds through a series of nostalgic verses that appear in certain niches on the map, and occasionally full-dubbed cutscenes, where we can learn directly about the legends of Kenzie and Michael. They meet at a coffee shop in the Bay Area, go to the market, fall in love, live together, and… well, you know the rest. This is an extremely realistic portrayal of modern romance-there are no skeletons in the closet, and no clumsy, vulgar opera. Two people get together in a very normal way and then break up in a very normal way. Due to compatibility issues, the general dating group is very familiar. In fact, the best scene in this game happened after all the hustle and bustle, because the two met for a final farewell. It underwrites in a way that feels very, very real.

(Image source: Graceful Decay)

We have never seen Michael or Kenzie face to face—these cutscenes are only accompanied by a few paintings—but I never feel lost. Maquette lets you know exactly who these people are and where they stand at every point in the journey. A few sweet words made me roll my eyes, but from start to finish, I want to see the ending of these two people.

The scale of the galaxy that Grateful Decay is dealing with does not match the boring rote adventure game.

In other words, this is a deliberately sparse narrative. In fact, throughout the game, you won’t know whether you are playing Kenzie or Michael (the two even have the same nickname, Sunflower). As a result, the universality of the scene has been strengthened, but I can’t help but wish for more flesh on the bones. Michael and Kenzie are of no use to them.The only quality they define is that they love each other very much, although this is enough to carry romance, but I hope I can feel better Why They clicked first. Obviously, there is not a lot of display space in the puzzle, but there are few fragments of the meetcute dialogue that do not have enough weight.

I feel the same about some of the puzzles in the second half of the game. The playground created by Grateful Decay here-this huge, expanded mind kaleidoscope-has never fully realized its spiritual healing potential. There are some enlightening solutions to problems in Maquette, don’t get me wrong, but I also found myself trekking back and forth in a barren plain of nothingness to fine-tune the exact location of the miniature stairs. The scale of the galaxy that Grateful Decay is dealing with does not match the boring rote adventure game. One or two more psychedelic vertices—such as one of the balls and maze gloves that flip the Switch controller to solve Breath of the Wild—will serve the game well.

(Image source: Graceful Decay)

Some unstable controls emphasize this point. Simple input—such as trying to slide a block of wood into position on the grid—is hampered by floating first-person processing. I was really angry with Marquette only once during the game, but it felt like a solvable problem rather than a basic problem of the game.

In other words, the beauty of Maquette is that it quietly disappears from your life after about three hours. I played this game one night and fell deeply into its thematic foundation. Even in a crisis, when it feels like your brain has cut off its fail-safe device and is experiencing a bottomless pit disaster, humans still have a way to find fertile soil again. This is not a new story, but it is always a good reminder.

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Bart Thompson
Bart is esports.com.tn's List Writer . He is from Houston, Texas, and is currently pursuing a bachelor's degree in creative writing, majoring in non-fiction writing. He likes to play The Elder Scrolls Online and learn everything about The Elder Scrolls series.