What is the delay too late?
This is the question posed by any finite relationship. Perhaps the tensions are high. Maybe resentment is. Worse yet, perhaps they have come and gone, fled, leaving something sullen and numb in their wake. Even if a rescue operation is possible, it only comes after asking yourself this very important question.
In ModelThe question lurks everywhere – but it’s rarely asked by or about the couple at the heart of the game’s storytelling. Instead, it echoes in the player’s head about the game itself.
Like so many first-person environmental puzzle games, ModelThe only visible character is you. There is little explanation for the world you make your way through on your own. Words appear on the walls as they pass, spoken by an invisible woman. Finally, you come to a square surrounded by buildings, a dome in the center of the square. Inside the dome, you can see, is your world in microcosm: all the same buildings in miniature, down to the dome itself. Even the block a few feet away from you in the plaza is there – and if you take the miniature version of the interior of the dome, the full-size block near you disappears, carried into the sky by an invisible hand.
Conversely, if you take that full-sized block and drop it in the miniature world, a massive version of the block lands in the square behind you with a thud. If the Hall of Mirrors at Versailles and a set of Russian nesting dolls could somehow reproduce, Model would be their dizzyingly recursive love child.
Over the course of the game’s six chapters, almost all of its puzzles use this high-end / low-end mechanic. As the world turns in on itself again and again, the story afolds. Solving puzzles at pivotal moments unlocks cut audio scenes, conversations between a young San Francisco couple named Michael and Kenzie (it’s Kenzie’s voice, courtesy of Bryce Dallas Howard, that you hear as you walk through the game’s prologue. ). Their cute meeting in a cafe; their first dates, sharing a sketchbook in the park; the excruciatingly awkward party where Michael finally makes his move. It’s all there, accompanied by a cute pencil drawing aesthetic, laid bare by your own progress.
The rush felt by Kenzie and Michael gives way to stasis in time and ultimately dissolution. (Frankly, you might not mind; they love to get together, but the chemistry doesn’t seem to come naturally.) The tension isn’t in the nature of their relationship, but in the one between you and you. Model. The best of these sparsely populated puzzle games twists the emotion to seeming sterility: Portalwicked humor and breathtaking revelations; The witness“Mysterious sunny complexity; exceptional touch and click frankness BedroomThe macabre underworld. Model, who came out today, seems so determined to wear his heart on his sleeve that it drains his puzzles from that same emotion.
After a certain monotony at the beginning – shrinking the key, enlarging the orb, repeating – the game finds a certain wonder in its final chapters. You’re not there to mourn a relationship as much as you are to help Kenzie redesign her own world. You move outside the walls of the microcosm, and the Graceful Decay game studio creates play spaces that are less dogmatically recursive, freer, more suited to Kenzie’s mind.