![]() ![]() ![]() Mostly, you will just be trying to enter buildings to trigger small cut scenes of relationship moments. Some butterflies flying around a door a coloured gem or colour coded doors are all examples of visual hints. There are no indicators as to where to go or what to do but there are sometimes subtle hints to guide you in the right direction. The large Maquette means you walk painfully slow sometimes, and some environments are quite big so this can take some time. Walking speeds are affected depending on which model you are in. Colour coded doors can be opened with the corresponding coloured crystal, but how do I get the red crystal inside out of the building? Once you get the general idea, and you are on the same wavelength of the game, the puzzles become easier and you feel less disorientated. It sounds easy but a lot of thought has gone into constructing these puzzles. The game mostly consists of navigating inaccessible areas by making bridges and opening locked doors. So, by placing an object on the stairs in the small or normal Maquette could possibly mean you could climb that object in the large Maquette and get up the stairs you previously could not climb. The objects in the large Maquette are too big to pick up but objects in the normal and small Maquette can be picked up, rotated and dropped almost anywhere. You may no longer be able to climb stairs for example, as they are now too large. The game is a three dimensional puzzle game where size matters!īy moving in and out of each three-dimensional model it feels like you are getting bigger or smaller, whereas in fact it is just the environment which has changed. The small key but it is too small to open the door. ![]()
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