Quantum Conundrum

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KenJeKenny!?
238 Posts
Posted Aug 27, 2011
From the creator of Portal, now comes a new game called "Quantum Conundrum".

KIPOHmYeDag

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ChickenMobile
2,460 Posts
Posted Aug 27, 2011
Replied 9 minutes later
Looks fun.
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Rubrica
305 Posts
Posted Aug 27, 2011
Replied 18 minutes later
Are those the Portal 2 laser assetts I see there? (EDIT: Duh - on second thought, of course theyre not, she's not with Valve any more) Anyway, it's once, but it's a little... Contrived, perhaps, too whimsical. I can't quite put down what's missing, but it's not quite there yet.
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Another Bad Pun
516 Posts
Posted Aug 27, 2011
Replied 3 hours later
Looks good so far. I found the announcment trailer:
The only problem I have with it at the moment is that the normal dimesnion seems to be lacking a color scheme.
EDIT: I guess it's gold and brown, but some of the lighting doesn't really go with it...
opNpxM8uYjE
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satchmo
415 Posts
Posted Aug 27, 2011
Replied 12 minutes later
Looks like Portal meets TF2.

I am not that interested. It just feels like too many Portal style puzzles rehashed.

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WinstonSmith
940 Posts
Posted Aug 27, 2011
Replied 4 hours later
Wow, a lot of Portal mechanics in here. Dolly as the cube dropper, the lasers as an emancipation grille, the laser power mechanic, etc. And it does feel a bit whimsical, but I'm betting that might be because we've all been playing Portal a bit too long. Anyway, looks a bit like a cross between Doc Clock (don't ask, it's a bit of a younger-audience platformer I got as part of a pack) and Portal.

I do wish Kim Swift had stayed with VALVe though.

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ForbiddenDonut
142 Posts
Posted Aug 27, 2011
Replied 22 minutes later
It feels like a very clever Portal-mod (minus QC's new art direction) rather than a whole new game. It also definitely feels intended for a much younger audience compared to Portal/Portal 2.

Interesting, but I don't know if it will be worth shelling $49-60 over.

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Rubrica
305 Posts
Posted Aug 27, 2011
Replied 2 minutes later

WinstonSmith wrote:
And it does feel a bit whimsical, but I'm betting that might be because we've all been playing Portal a bit too long.

...fat jokes, moron cores, incendiary lemons, talking potatoes and apocalypse comedy? What, there's not even a TINY bit of whimsy in there? I agree with you point, though.

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ryo786
65 Posts
Posted Aug 27, 2011
Replied 4 hours later

WinstonSmith wrote:
Wow, a lot of Portal mechanics in here. Dolly as the cube dropper, the lasers as an emancipation grille, the laser power mechanic, etc. And it does feel a bit whimsical, but I'm betting that might be because we've all been playing Portal a bit too long. Anyway, looks a bit like a cross between Doc Clock (don't ask, it's a bit of a younger-audience platformer I got as part of a pack) and Portal.

I do wish Kim Swift had stayed with VALVe though.

I have doc clock too, and I agree

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MasterLagger
1,695 Posts
Posted Aug 27, 2011
Replied 3 hours later
Hmm... it does look similar to Portal with TF2 graphics. I can't help but think that Portal 2 would be a little different if Kim Swift had stayed at Valve.
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satchmo
415 Posts
Posted Aug 27, 2011
Replied 1 hour later
I think the Linked Annex map would turn out a lot differently if Miss Stabby was not involved in the project.

I believe women can add an important perspective in game design.

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ForbiddenDonut
142 Posts
Posted Aug 27, 2011
Replied 29 minutes later
Pardon me, Satchmo, for I respect your comment, but I don't quite understand.

How does Miss Stabby and Kim Swift being female separate their designs from male designer products? I don't quite see the connection - I more or less base their quality of work on their exceptional ability. In relation to another hobby I quite enjoy, architecture, it would be giving Zaha Hadid credit for her amazing architecture on her gender.

That isn't to say I don't want women in the industry - if any person, regardless of gender, has a passion, they should be unrestricted. I just don't see how someone, especially if they have never heard of these people, could immediately correlate the designs to a female designer's perspective, rather than developed skills and talents.

I mean no insult, sir. I'm just curious.

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satchmo
415 Posts
Posted Aug 28, 2011
Replied 1 hour later
I do think the female brain works differently than the male brain.

Girls generally talk earlier than boys, and girls almost always potty train before boys (average age for girls is 2 1/2 years; average age for boys is 3 years).

Women consider the emotional impact of their level design on the player more than men. Of course, it's not always true. There are some male mappers who seriously ponder how their maps will touch the player on an emotional level. But in general, I do say this is not the case.

Even before I found out that Miss Stabby is a woman, I was struck by the fact that her maps focus less on game mechanics but more on social and emotional interaction between the NPC and the player. Once I found out her gender, I realized the reason behind this difference.

Again, that's my own interpretation.

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ForbiddenDonut
142 Posts
Posted Aug 28, 2011
Replied 1 hour later
An interesting perspective, Satchmo. We know the female mind and the male mind works differently, but as for its input in design - I am not sure if I am quite convinced. The game industry, like architecture (again), is a male dominant field. I am glad that more females are going through school or finding positions on teams to becoming game developers, because it is going to be interesting to see how (or if) it effects game design in general.

Returning to my original point, it seems to me (although this is at a really early stage) that Quantum Conundrum is a game more based on mechanics than on emotional interaction (in comparison to Portal). There is no problem with this, but I am not favorable with deciding a game's qualities based on something like gender. I've met many female designers (I'm apart of a few mod teams at my university and on this community) and the range of designs that come from them go from really hardcore stuff that developers like Frictional Games or Visceral produce to games like Cooking Mama or Spore. Understand that I only brought this up because I can't really quantize the work done by my female colleagues as much as I could to work done my males. It's all a matter of taste and opinion.

I wish I could continue this, because this conversation does interest me, but I'm afraid that my power will be going out soon. Hurricane Irene is currently passing over NYC and things are getting crazy.

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NuclearDuckie
186 Posts
Posted Aug 28, 2011
Replied 1 hour later
Honestly the gameplay doesn't look like much - it's just a 3D phsyics-based translation of the kind of dimension switching that has already been done to death in simple flash games like Time Fcuk (to pick one example).

The mechanic doesn't really have any flexibility to it; it's reduced to whatever the developers can think of for any specific level. In fact the "mechanic" is really just the ability to switch between dimensions. The player doesn't have any control over what use they will be.

As for the overall design ... well, I can remember thinking that magic bouncing paint in Portal 2 was taking things to a silly level.
If I recall, didn't Swift leave the company after she was told her idea for Portal 2 wasn't fun?

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satchmo
415 Posts
Posted Aug 28, 2011
Replied 10 hours later
I hope you and your family are okay with Hurricane Irene, FD.
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rellikpd
1,053 Posts
Posted Aug 28, 2011
Replied 2 hours later
Holy crap... That looks bad ass! I am totally interested (i love a good puzzle game).

I don't really get the mass mess of "eh looks like a rehashed portal" comments though... because its a FP-3d puzzle game?
I mean. That's like saying Eh, TF2 looks alot like Quake.. ya know, because they're both first person shooters.. and as far as it having some similar puzzle elements as portal.. that's because alot of those puzzle elements in portal are not new to portal itself. example: Blocking a laser to turn on/off something in your way is an OLD video game puzzle element.

I think it looks really new an inventive. I love the idea that the rooms/levels are completely changeable thanks to different "dimensions" and you get to see how you changed them thanks to the dimensional changes.

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xdiesp
1,078 Posts
Posted Aug 28, 2011
Replied 2 hours later
If I designed games, every one of them would have the dagger of time from prince of persia.
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Marise
249 Posts
Posted Aug 29, 2011
Replied 19 hours later
It does look more whimsical than Portal, if only because of the design. The first thing I thought of was Wallace and Gromit.
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xdiesp
1,078 Posts
Posted Aug 30, 2011
Replied 1 day later
Reminds me of Soul Reaver, but this one hasn't the absurdly cool animations of the world geometry twisting ominously as you enter the realm of the dead. RARR.