After Portal
by Robert VerBruggen
by Robert VerBruggen
Up until now, the Portal games have had the 3D first-person puzzle genre
pretty much to themselves. But no longer. Kim Swift, one of the main
brains behind Portal—she helped create Narbacular Drop, the student
project Portal was based on, and served as lead designer of the final
product—has left Valve and shamelessly used much of what she learned to
make Quantum Conundrum. In some ways, the game is almost uncomfortably
similar to what came before it—but it's also nearly as good. And it's
selling at a $15 price point. So for Portal fans, this is a must-buy.
The formula will be instantly familiar to anyone who's played Portal or
Portal 2. You're in a facility that contains a series of puzzles, and
there's an authority figure directing you through them while providing
humorous commentary. The puzzles rely heavily on 3D physics, require
some platforming chops here and there, and allow you to make changes to
your environment to get where you're going. There are lots of lasers.
Between each puzzle there is some basic navigation—in this case a
hallway rather than an elevator, in addition to some doors—to mask the
loading times. Once you complete the campaign, you can try to win some
additional challenges, such as solving the puzzles within a time limit
or using the lowest number of moves possible.
Of course, that's not to say that Swift and Co. outright remade Portal.
For starters, the basic mechanics have been completely remade. Your
portal gun is gone, replaced with a special glove that allows you to
change various things about the room you're in. Each puzzle provides you
with a certain set of modules for the glove. You might be able to make
the entire room "fluffy"—that is, one-tenth its usual weight—so that you
can pick up a heavy safe, put it on a button, and then make the room
normal again so the safe's weight pushes the button. There's also a
module that makes everything in the room heavy, one that slows down
time, and one that reverses gravity.
Much like the different-colored paints in Portal 2, these modules give
the developers a lot of options when it comes to designing levels. While
there are some "pick up this box and put it over there"-type puzzles,
the majority of them are rather elaborate, requiring deep thought and
careful consideration of all the options. And the genius behind Portal's
level design truly shines through here—plenty of the puzzles are tough
and counterintuitive, but none of them are so hard that you'll become
frustrated. As was the case with Portal, you normally feel "plugged
in"—intensely engaged, but not twitchy or irritable—when you're playing
Quantum Conundrum.
Swift also tried to completely change the atmosphere of Portal to make
Quantum Conundrum distinct, but unfortunately, this doesn't work nearly
as well. You are not a prisoner in Quantum Conundrum; instead, you're a
small child visiting his uncle, a crazy scientist who loves to tool with
the laws of nature. Your uncle gets himself trapped in another
dimension, and you need to explore his house to figure out how to bring
him back. That's a fine idea, but the implementation leaves something to
be desired.