![]() When you rotate the box so that both scenes are in view, you can line up the front of the car to the back of the trailer, forming a dump truck that then backs up and drives towards the factory, transitioning you to the next scene. As you click and drag to rotate to an adjacent side, you discover the exterior of some kind of factory, in front of which sits a truck connected to a trailer. During some very brief tutorializing, you’re asked to make your first connection: through one face of the cube you see a suitcase containing multiple children’s books and playthings, including a toy car. This box, as it turns out, contains the entire game, and the focus never cuts away for the duration of play. The view zooms in on it, within which sits a camera. With so much emphasis on the innovative puzzle mechanics, the characters and their tale seem to fade into the background, especially if you miss the optional content, but there’s still a lot of enjoyment to be found in the spectacle.Īs the game opens, you see before you a glass box sitting on a table beneath a spotlight in an otherwise dimly lit room. As you rotate a box containing lovely cel-shaded 3D vignettes, you’ll shift the viewpoint to create a visual continuity between otherwise dissimilar objects in different scenes, and by doing so you advance a wordless story of father and son. It’s that their unique debut offering is about forming similar connections, only based on shape, color, and perspective rather than linguistics. ![]() It’s not that the game designers just happen to be really into wordplay. (I was thinking maybe “monkey cage,” but the game is decidedly free of furry simians.) I fared a little better with the name of the developer: Optillusion. I wish I could tell you I knew right off the bat that the title Moncage is a portmanteau of “montage” and “cage,” but it took me longer than it should have.
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