Quantum Conundrum is a first person physics based puzzle game created by Airtight games and designer Kim Swift. If Kim Swift sounds like a familiar name that maybe due to the fact that she was a lead designer on the hit game Portal. I suppose you could say that Airtight games was hoping to capture some of that Portal magic with Quantum Conundrum and while I wouldn't say they managed to capture the magic they certainly managed to barrow some charm.
Game: Quantum Conundrum For: PC Publisher: Airtight Games
Overall Score: 80 out of 100 Rating: Great
Graphically Quantum Conundrum is on par with many other games of the current console generation as it runs on the Unreal 3 engine. It fails to offer much in the way of configuration as the PC version having only resolution and Gama under the graphical settings at release day, this has been fixed with a patch, but the game still offers very few settings to tweak.
Aesthetically the game hits its mark,
even if it's only just. The charmingly stylized world of Quadrangle
mansion looks fantastic, though a bit samey and sparse. The art team
at Airtight has done a good job. Their use of shape and color are
solid, the textures feel detailed while keeping with the simplified
painterly look of the games concept art and in game portraits. The
modeling is very nice and the alternate models for the various
objects that clutter the mansion are all exceptionally good too.
The animation is good, the shaders used look top notch, but all this is
stunted due to the samey level design. Puzzling through similar looking levels
devoid of any purpose but that of puzzle solving is not a problem
when one has signed up for the Aperture science testing initiative,
but when your puzzling in a sprawling manor owned by a quirky genius it leaves a lot to be desired.
The music and sound design are solid.
All the scientific gizmos hum, blip, and chirp like a electronic
symphony. The music is top tier stuff, it works very well and it was
not distracting when I was stumped on any of Quantum Conundrum's more
devious puzzles.
Game play is were Quantum Conundrum
really starts to shine. The physics behave and act much like you’d
expect them too. The puzzles are fair and logical with decent pacing
throughout. There are however two fairly bad design issues that
become harder to ignore as the game goes on, the issue of precision
platforming and the first person POV. Make no mistake this duo of
frustration will eventually rear its ugly irksome head and derp
your ass right into a pit of science goo, over and over again in
fact.
A first person perspective is not going
to cause problems on its own but at several points in Quantum Conundrum you'll have to know how far you are from some various
hazard that has been dangled above you, now this normally wouldn’t
be a bad thing if you could see how tall you are, but with a fist
person puzzler it's hard to get a baring on the size of your
un-rendered body. Far to often did I feel far enough away to a high
density laser to move forward only to have it unceremoniously slice
into my frontal lobe. It was occasions like these where I sat staring
at a humorous death screen and asking myself why they hadn’t gone
with a third person camera.
Moving about feels good; if a bit
slippery at times, as your momentum is taken into account. Jumping is
precise, but it maybe too precise as Quantum Conundrum is defiantly
the kind of game where you hit your mark or you don't. When you ask a
gamer to engage in precision platforming while puzzle solving often
on the fly as they sail though the air, it's not unreasonable to
think that it might be a good idea to nudge the player onto a
precarious platform if they happen to be off by a reasonable,
fractional amount. I seem to remember another game did this. When you
were moving at high speeds in this game and trying to land on a human
sized worm hole they would funnel you into the hole even if you
were just a bit off, you know? So you wouldn't snag yourself on the
lip of the hole and most probably die because your hurtling at your
target at high speed and you're off the mark by a few decimals. I think
they called that game Portal.
But all snarkiness aside, everything is pretty solid and almost everything is fun.
The interface is fairly standard. Interacting with the world is easy enough, though switching to the various dimensions could have been handled better as the key configuration screams for controller shoulder pads and can feel awkward at times especially when quickly toggling into a dimension. Luckily you can switch from a controller to keyboard on the fly and I highly recommend having a 360 style controller on hand as I found some portions of the game worked better with a controller.
If you can get past Quantum Conundrum's samey level design and lack luster ending you're in store for a good puzzle experience. Don't be surprised though if you find yourself wishing the game felt more fleshed out and polished. In the end I enjoyed Quantum Conundrum and I hope, much like I suspect Airtight games must, that this is the beginning of a new franchise with more to come.
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