It does so through voices and ambient sound, without ever leaving the metaphorical setting of the game. The outstanding performances of the lead duo, Seth Gabel and Bryce Dallas Howard, married in real life, come naturally, and the script makes the difficult feel easy. The classic boy meets girl is delivered in Maquette in an insultingly cool way. Maquette and the metaphor of relationships These phrases reflect a sentimental relationship, which results in their exposure one of the findings of the game They also give us clues that are assimilated very well with the mechanics, and that while still enriching what we are told. Thoughts appear before us with the warmth of hand calligraphy. We believe that the main influence there is the fantastic What’s Remain of Edith Finch, with her phrases decorating the stage. We already saw it, for example, in A Fisherman’s Tale, a 2019 title in which the intrusion of radical changes in the size of objects, in the same scenario at different scales, was more shocking because it is a Virtual Reality game for PC and PS4.Īnd if in its basic mechanics it is not something new but it is unusual, we find the same situation at the narrative level. The commented mechanics is not something new. Maquette’s influences seem clear to us but, beware, they have not been too exploited so far. Seeking inspiration from unusual references And it is that this is the type of game that varies its duration radically depending on how sharp the mind of each player is. Thus, we avoid wasting time in places that do not deserve it, also frustration in the face of challenges. The possibilities are multiplied, of course, and the study, so that we do not get lost (or lose patience), makes the path easier for us by making the areas that do not come into play at all times impassable. We do not reveal anything if we put as an example something already seen in trailers on the internet: having a key that has already been used to open a door to another room and use it in the model as a bridge to continue moving forward.Īlthough the mechanics are limited, it manages to introduce new features from time to time, such as using different colored crystals that allow us to pass through different rooms and spaces. The complexity rises integers when we ourselves can move through elevators between the different scales. And vice versa, we can take a tiny object from the model that maybe we can use on our scale. If we drop an object on the small model, it will appear oversized where we are. The main mechanics of the game are thus revealed. We then look from our position and guess that the same place where we are is the intermediate scale in relation to a larger one that surrounds us. If we get under the dome we realize that the structure is replicated on a smaller scale in its center. We are facing a huge dome with several and very different areas around it. Immediately we come to the central area that will be where the rest of the game will take place. The prologue is short because it works as a tutorial and it consists of learning the simple use of a couple of buttons. We walked under a starry night through a beautiful garden illuminated by garlands. The placid walk with which we began transmits peace. The structure of the castle of Mario 64 hidden in a Russian doll There is no announcement of future onomatopoeias here, but rather the intention of creating an intimate space since we installed the game. The hitherto unchanging logo of the distributor that precedes the Press Start is adorned on this occasion with beautiful drawings and pleasant colors. That is why it has caught our attention in Maquette, which is not a cinema but a small work, which is not a film but does come from the hand of a video game distributor, Annapurna, which is also dedicated to distributing them. His intimate dramas, his incisive comedies, his honesty need no tinsel. In smaller productions that does not usually happen. Are you ready? Because what comes next is very big. The tickles flutter in the stomach, the excitement rises from the second one. In certain movies fueled by hype for months, the logos of Fox, Universal, Marvel, Paramount, Disney… are soaked visually and soundly with the tone that will come later. The once sacred moments when the studio’s untouchable logo filled the screen with its indelible fanfare are here forgotten. It happens in recent times that a cinematic event begins in the dark room before the credits even come out.
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