PAX 2011: Quantum Conundrum Is A Curious Kid's Dream Come True

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We spend several time with Quantum Conundrum, the new teaser from Portal site co-Lord Kim Swift.

OK, we've all been here. Some young congener is driving us up the wall and totally we require to do is flummox a hardly a minutes of saneness. Now, there are a couple of options available: embark the brat forth to study school, buy them an insanely violent videogame and seat them ahead of the Telecasting, or dump them on the some unwary suckers loved relatives and only return to pick them up once you're threatened with a shout to Child Tender Services. In the case of Quantum Conundrum – the newly announced title from Square-Enix and Airtight Games – that last option looks like it's going to lead to just about delightfully crazy adventures.

As detailed yesterday in the initial revelation of the game, Quantum Conundrum is new first-person physics puzzler from Kim Swift, part of the original team up that created Portal. It tells the story of a young boy World Health Organization's been dropped off along the doorstep of his huffy scientist uncle Fitz Quadwrangle. Unfortunately, Fitz has lost nonexistent, though he's left behind the Inter Dimensional Shift Device (IDSD), which means that our young sub has to discharge through his uncle's manor to find out where He's nonexistent to.

This is no ordinary manor house, though. It's filled with crazy ledges, bottomless pits, an automated cloning system (that sometimes malfunctions and literally vomits upwards new items), and umteen other outre hazards. Basically, this is the character of house that kids dream of exploring and the type that parents have nightmares astir.

The IDSD allows players to temporarily transformation their surroundings into those of an switch dimension. The game bequeath feature a total of v different dimensions, four of which were connected display during today's demo: At that place's the normal planetary, the Fluffy Dimension (where things are cute and blurry and only weigh one tenth as much they regularly do), the Turn off Gravity dimension, and Slow Motion dimension.

The game itself is a flummox platformer, one where players take over to lick how to get items roughly the environment and then usance them to get to the expire. At times this is pretty simple, like when players just accept to permutation to the Soft Dimension in order to lift up up a heavy item and move over it to another spot. Other puzzles require a trifle more acquisition and provision, like moving an object, switch to Slow Motion, jumping onto same object, then riding information technology across a map by constantly reversing gravity ready to sustain it aflare through and through the air.

The gamy's graphics are pretty charming: It was made with the Unreal Engine, but the manor itself seems reminiscent of a kid-gracious Squad Fortress 2 thanks to its cartoony, exaggerated visuals. These graphics work perfectly with the back's relative goofiness, and they also contain some jolly sick engorge.

Additionally, during the demonstration, I noticed that there was no load time betwixt levels. When I asked about this, I was told that the game would never have burden multiplication, which was something that the development squad was incredibly drunk about.

Based on what was connected display during today's demonstration, Quantum Conundrum, looks like it'll be a truly challenging, strange, and fun title. According to Swift, the courageous is receivable out for PSN, XBLA, and Steam in "previous 2012."

https://www.escapistmagazine.com/pax-2011-quantum-conundrum-is-a-curious-kids-dream-come-true/

Source: https://www.escapistmagazine.com/pax-2011-quantum-conundrum-is-a-curious-kids-dream-come-true/

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