Wednesday, November 14, 2012

Quantum Conundrum


Quantum Conundrum casts you as the young lad who is surprisingly dumped on an uncle for the afternoon. Of course, to make things interesting, that uncle is a, for lack of a term that would imply the same level of ingenuity without evil intent or insanity, mad scientist. While on your way through the manor to see him and his latest invention, a terrible accident occurs, and suddenly it is up to you to turn the power back on and find your uncle, who has no idea where he is.
 
Such is the setting behind the game. To get the power back up and running you'll have to struggle your way through three wings of the manor, past all manner of puzzles, and get the generators running. Of course nothing is simple, or in the case of this particular house, safe. You'll have to ride flying furniture, avoid lasers, and gain a bit of help from the loveable Ike, short for interdimensional kinetic entity. Sounds like the perfect adventure for a kid.

I don't know about you, but I'm automatically suspicious about anything that cute.
To accomplish your goal you'll need to learn to control up to four different dimensions, utilizing the idiosyncrasies each maintains. Those four dimensions are heavy, fluffy, slow, and reverse gravity. There is also, and this can be the key to a puzzle, the normal dimension, which really brings the total to five.

Objects behave differently in each dimension. Fluffy makes objects lighter, so you are suddenly able to pick up heavy things like safes or sofas. Heavy makes objects denser, such that they cannot be destroyed by lasers or turns light objects like boxes into something sufficiently heavy enough to activate switches. Slow slows down time, while reverse gravity is self explanatory. Certain objects, yourself included, remain immune to dimensional shifts, so you don't go flying when reverse gravity is activated or move slowly in slow. You'll need to gain a certain mastery of each dimension, and understand how they can be used together to create interesting results, such as using fluffy to pick up a sofa and throw it into the air, switching immediately to slow so that you have ample time to jump on top of it, and then toggling reverse gravity on and off so it floats through the air, but making sure to turn heavy on right before you both head through a laser field that would otherwise vaporize your ride, and you.

That's pretty much the solution here, minus the fluffy.
The puzzles themselves, and indeed the layout of the game, are structured in such a way that solutions really build off of one another, as you'll take the principles learned earlier and apply them, with the added twists the game throws at you, to later puzzles. For example, there are three wings to the manor. During the first wing you only have access to Fluffy and Heavy, while the second wing adds in Slow, and the final adds in Reverse Gravity, giving you time to really grasp the concepts you'll need before you advance. In that sense, the game is a success; it felt less like a random array of testing chambers, and more a contiguous experience, one in which I only once found myself stumped, and that was simply because I didn't realize I could move a key object around.

An interesting modulator to the game are a few of the mechanics I'll cover now. You control dimensions via an IDS glove, which stands for interdimensional shift device, which should really be ISD if you want to get your acronyms correct, but I digress. However, the glove is only the remote control, and not what actually generates the shifts. To do that, you'll need to find an IDS battery for a particular dimensions, and plug it into the receptacle that runs that area. This results in a few puzzles where you must swap out one battery for another due to limits on the receptacle, or one particularly good puzzle where you must decide on which battery you would like to start solving the puzzle with, while the other three are whisked away. Sometimes you don't have control over the dimensions at all, because instead of the battery being plugged into a terminal you control with the glove, they are tied to a button that is pushed by a drinking bird, creating a timer effect.

I will reference this in the second sentence of the next paragraph.
Some other things about the ambiance the game sets forth. The art style is fitting of the lighter nature of the game, and even though you can, and most likely will, die, those deaths result in humorous little tidbits to cheer you up, such as "Thing # 49 you will never experience: Being better at this sort of thing than you are right now. Actually, being better at absolutely anything than you are RIGHT NOW. Or, were." which is typical of the type of humor that's present in the game, which includes artwork that looks different in each dimension. Your uncle acts as a helpful guide, alternating between funny stories and giving you hints should you take too long with a particular puzzle, though they didn't strike me as being particularly hard, which probably makes this game even more approachable.

Now, the comparison/question that is on everyone's mind: this game vs. Portal, which pretty much defines the whole first person platform puzzler genre right now. The game is the result of an idea by one Kim Swift, who was a lead designer for Portal, which it self was a result of an earlier project she had been a part of. But just because the same person occupied a key position in both games doesn't mean Quantum Conundrum is a copy of Portal. There are some similarities: both are puzzle platformers, there is a main character you interact with, though you are a silent protagonist in each game, and then there is the whole physics is the answer part, but that's where the similarities end. While Portal is more about twitch reactions in many puzzles, expertly placing a few portals while flying around, Quantum Conundrum is more about timing and clever use of different dimensions. You'll be quickly entering Slow so you can hop from one flying piece of furniture to the other, instead of tricking a rocket launcher to destroy an obstacle. Portal is a game about struggle, while Quantum Conundrum is more about hope, and you can see that in everything from the art to the relationships you have with other characters - Portal is oppressive and sterile, with enemies that are trying to kill you and an antagonist that wants nothing more than for you to fail; Quantum Conundrum is happy and humorous, set in the reassuring environment of the family home, with characters that help you and guide you along the way. And if it counts for anything, which, if you're reading this, I hope it does, I actually enjoyed Quantum Conundrum more than I did Portal 2, though the original still rules the genre for me.

You're not going to turn slow motion falling safes into a bridge in Portal.
Overall, Quantum Conundrum is a very good game, and if you're into this genre, I do recommend it. Like all other games in this category, it is a bit on the short side, requiring just over 6 hours to complete, though there are challenges, such as beating levels without dying or within a certain number of shifts. Still, I had a good time playing the game, and currently have the two DLCs on my wishlist. I worked out a trade deal for the game, but I have seen it just under $9. I'd say spend at least $10 on this, because it is a quality game - 8 out of 10.

So, the final breakdown:
Score: 8/10
Suggested Price: $10+

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