Quantum Conundrum - Xbox 360

Quantum Conundrum
Game Description:In Quantum Conundrum, players take on the role of a 12-year old nephew to the eccentric Professor Fitz Quadwrangle (Professor Q). Upon entering the Professor's vast, highly customized mansion, players quickly realize their uncle has gone missing. In order to find him, players will need to use an Inter-dimensional Shift Device, allowing them to manipulate space and objects. While on the journey, becoming adept at switching between dimensions will help them trek from one bizarre room to the next. It might sound easy enough, but it's a tall order for a 12-year old in a vast, kooky mansion! Once players start shifting between dimensions, they'll soon discover physics is on their side!
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Quantum Conundrum Hands-on Preview from E3 2012 -- Time to Leave the Portals Behind

Quantum Conundrum Hands-on Preview from E3 2012 -- Time to Leave the Portals Behind

By Jonathan Deesing - Posted Jun 15, 2012

When Kim Swift, the lead designer for Portal left Valve to pursue other opportunities, I was among those hoping for an equally groundbreaking and revolutionary title. Unfortunately, Quantum Conundrum is not that title. The game, top to bottom simply feels like Portal. This may please some true believers, but for me it just felt like old hat. Further, it lacks the charm of Portal.


Set in a first person perspective, you step into the shoes of a 12-year-old boy searching a science facility for his uncle. During this time, you discover a glove that allows you to shift between dimensions, including a light-weight dimension where you can lift heavy safes, a heavy dimension where lamps weigh tons, and a slow-time dimension. While this is initially fairly fun, it never quite got me excited like I am with most puzzle games.

Whether it’s the graphics being supremely lacking or the puzzles being entirely too easy (at least the ones we were able to play through), the game just didn't hit the mark for me during my brief time with it. I hate to keep harping on the Portal comparison, but the game does so very little to escape from the inevitable comparisons. Even the buttons feel and sound the same when you use them to open a door.

Even if the puzzles grow more difficult, I just don’t think the game has the panache requisite of puzzle games. Though the game has been designed to reach a larger audience, I fear developer Airtight Games might be aiming a bit too low. But hey, I’ve been wrong before.

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