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Maquette reviewMy feelings about this game are neither big nor small

My feelings about this game are neither big nor small

I’ve been watching a lot of Married At First Sight: Australia as of late. It’s a reality TV show in which two strangers meet for the first time at the altar, say “I do”, then dive headfirst into married life. As one might expect, it often doesn’t take long before the honeymoon phase gives way to disappointment.

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Maquette’s world is recursive, which is a fancy way of saying that things can be made small or big because you are looking at a model of the world that you are simultaneously standing in. And it is up to you to manipulate this ability, unpick this environment, and move forwards.

How real is this? As real as it gets, that’s how real this is.

A screenshot of Maquette which shows more dialogue. This time it reads “Little stuff I did made you sulk. My unfinished cans of seltzer abandoned everywhere."

Why? Because I knew I had to sit through more of Michael and Kenzie’s love story, and it is not as compelling as the human drama of Married At First Sight: Australia. When you progress in Maquette, you’re treated to either a cutscene, or the couples' dialogue appearing on the walls. They say cringey stuff like: “I nudged you with my flat white as we giggled, and some of it spilled on your Vans, but you just kicked me in the shins playfully. It actually hurt quite a lot, but the sting ebbed away when I saw you smile that smile of yours. Oh I loved your smiley smile.”

The voice acting is strong, though, and I get that’s going for this deep emotional arc about how relationships can change, people need to compromise, and the like. I mean, I’ve seen it all in MAFS. But in the show it feels somewhat real (even though it breaks my heart knowing that much of it is staged), while in Maquette it’s pure romcom guff. It’s like the devs tried to nail down real and mundane so hard, they somehow hammered through the non-fiction wall into hyper-fictitious. Everything is so idyllic, and predictable, and I am convinced no human has ever had a relationship like Michael and Kenzie.

My immersion in this passionate love story was spoiled at this very moment.

A screenshot of Maquette, where I stand with a red orb in my hand and look at some text that’s appeared on the wall. It reads “Exotic locations. Idillic destinations.” I am distraught at the typo

I mean, there’s still a fair amount of orbs and keys, but the ways in which you use them get a touch more interesting. You might have to think about the angle of your placements a bit more, or whether that glow up there might mean something.

I am holding an orb and I can see a key. Classic Maquette.

A screenshot of Maquette which shows me exploring a very green house. I have a red orb in my hand and there’s a big key directly opposite me.

But, the game doesn’t explicitly tell you anything, so it can be very frustrating if you’re unsure what the next step entails. There were many,manytimes when I was bouncing between small-land and big-land, but had placed things in the wrong spot, or shrunk something I’d not meant to, or just plain didn’t know where to go next. Puzzle veterans will likely be fine, but those looking for a chill time may struggle with the lack of direction.

I do think Maquette’s whole recursive schtick eventually gets tiresome. Right towards the end, there are moments which focus less on puzzling, and more on the storytelling side of things. I had to listen to some more cringe, but the times when I wasn’t puzzling - like when I walked along a street that gradually materialised before me - came to feel like moments of respite. I’d had enough of the big keys.

I wish I could explore this without having to do yet another world-bending puzzle.

A screenshot of Maquette which shows three tall houses, one in the middle is pink and the lights are on.

And despite my eye-rolls at Maquette’s story, the way its world responds to the unravelling of Michael and Kenzie’s relationship is pretty impressive. As things break down between them, the woozy castles and their colourful exteriors give way to bleaker settings. There are thick trees, houses locked behind towering gates, and a darker, greyer ambience overall. And as you shift and manipulate your surroundings, you feel physically embedded in a relationship that’s literally crumbling before your eyes.