Thus begins a grounded, relatable romance-a common enough occurrence in novels, rom-coms, and sappy television shows, sure, but markedly less so in video games.Īnother day, another step. “Gosh, is your sketchbook okay?” “Yeah, unscathed.” “Oh, can I see it?” “Umm…Okay.” The story is told entirely through voice acting and some expertly deployed sound design.) Kenzie asks Michael if she can sit down. ( Maquette doesn’t feature any cutscenes or motion capture. You don’t need to see the place to know exactly what it looks and smells and feels like. A sharp ear will pick up on the creak of a door that hasn’t had its hinges greased in ages. In the background, you can hear the soft murmur of a caffeinated yet hyper-focused crowd. Michael and Kenzie initially meet at a coffee shop. But really, the game takes place in one evening of person writing a letter and just remembering the entire relationship.” “You can think of this game taking place across an entire relationship. “We get this entire relationship, but we get it from a single moment in time,” Lemoore said. You can drop the cube on the very, very top of the dome and then, as it’s rolling down, you can walk out of the dome and stand there and the cube will come down and hit you on the head,” Lemoore told me. And if you want, you can crush yourself there. So if you actually back out of the world while that’s happening, you can see two objects of different scale bouncing and falling in the exact same way. “ you drop an object over the dome where it might crush you, instead, it bounces on the dome and rolls off. If you want, you can even drop one of them right on your head. In fact, both of the quandaries shown off in the GDC prototype-the cube and the key-show up one way or another in today’s iteration of the game. So yeah, Maquette has obviously changed a lot since 2011, but the core concept has held fast. Doors unlocked and opened, by any means at your fingertips. To scale it down, you have to place it somewhere in the normal-sized world, make your way to the maquette, pinpoint the ticket’s location there, pick up the smaller version, and carry that to the ticket box. The problem is that the ticket is way too big to fit into the ticket box. Tracking down the ticket is a breeze the game more or less guides you right to it. For instance, in one early level, you need to find a golden ticket-one of those serrated, olde-timey raffle-style ones-to drop into a ticket box, which will then unlock a door to a new area. You can also use this mechanic to tweak the size of objects as needed. Drop a tiny ramp next to the tiny version of that house in the maquette and, in the normal world, you’ll now have a regular-sized ramp to help you into the house. Let’s say you need to get into a house, but it’s absent a stoop or stairs or any way up, really. Anything you do on one plane will affect all of the other planes.
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