![]() ![]() But you also mentioned art, and personally i havnt heard art/graphics in a game (if that is what you were referring to when you said art?) thats stereotypically more tied to one ethnicity group compared to others, so i was mostly wondering what you were referring to with that :) But i general, i see what you mean. Or do you mean other parts in the Maquette story regarding drama?). I can see that some of the music tracks could fall into being more popular for a more stereotypical crowd indeed, maybe som parts of the relationship story as well (like painting in the park), at least when i'm thinking of some movies (in real life and in general though, i'm not sure if things like arguing/fighting over smaller things in a relationship is more tied to one group of ethnicity than others, but i dont know. But I think because I liked it a good bit is also why I wish it was as great as the first hour had me hopeful for.Ĭlick to shrink.Understood, thanks for the answer. It's a very clever puzzle game with a resonant story but those two components could have helped to support each other so we'll and they simply don't. An earlier developer statement talks about how in a relationship small things can become huge obstacles but that's a stretch because that idea is never reflected in how the mechanics are used. Besides the environment art giving San Francisco vibes the game world just never feels like it reflects the romance very well. My biggest critique in the end is honestly that the story and the mechanics never congeal into something compelling. I think the story is really wonderful and sweet and honestly I'm always a sucker for emotionally honest romance story, even if it was pretty quick and by the books. Having finished it now I must say I really liked it! The core puzzle concept is *really* cool, even if they don't always push each idea to a strong conclusion and some solutions are weirdly specific.
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