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Review: Q.U.B.E.

2:00 PM on 01.19.2012   |   Kyle MacGregor

Review: Q.U.B.E. photo

In 2007 a game featuring inter-spatial portals and physics-based gameplay came out of nowhere. Only two hours long, it was a demo, proof of concept, an experience that created an unlikely pairing between the first-person shooter and puzzle game genres. And yet Valve's Portal captivated the hearts and minds of millions. 

Now, over four years later, it's fascinating that in an industry that seems bound and determined to recreate the successes of others, first-person puzzle games are still something of a rarity. However, thanks to the Indie Fund, players yearning for another foray into this relatively unexplored sub-genre have something new to sink their teeth into with Toxic Games' maiden release, Q.U.B.E.

Q.U.B.E. (PC)
Developer: Toxic Games
Publisher: Toxic Games
Released: January 6, 2012
MSRP: $14.99

Q.U.B.E. (Quick Understanding of Block Extrusion) begins with the player awakening face-down in a cold, desolate room comprised of nothing other than white cubes. Given no directive, players will eventually come into contact with a variety of strategically placed colored blocks. Through the use of a pair of futuristic gloves, players must manipulate the environment in such a way that allows the unnamed protagonist to escape the room and proceed to the next puzzle.

Everything from aesthetics to concept and design invite comparisons with Portal -- an association that isn’t always flattering for the new release. This contrast is most exemplified through Q.U.B.E.’s exiguous story. What little there is mirrors that of the first adventure through the Enrichment Center as pristine testing environments eventually give way to something much darker, more dilapidated, and sinister. Unfortunately, it's all smoke and mirrors that builds to virtually nothing. It's enough to make one wonder why Toxic Games bothered at all if they weren't going to fully commit to the concept.

While there is little to hook one's interest in terms of narrative or persiflage from a robotic overseer, for the most part Q.U.B.E.'s campaign is incredibly well paced in terms of gameplay. Blocks with new attributes and other mechanics are steadily introduced throughout the game at a rate that always keeps things fresh and interesting. Additionally, save for a few exasperating exceptions, puzzles are typically implemented with appropriate levels of challenge and increasing complexity throughout the six or so hour journey.

Early puzzles hinge on the player's understanding of how each new block type interacts with one another and the environment, in conjunction with spatial reasoning and awareness. As one might expect, these first chapters revolve around some light platforming and using blocks to move the player from step to step. Eventually these sequential solutions will result in surmounting the obstacle that once prevented the player from escaping a given room and then it's time to move on to the next puzzle.

Things become much more interesting when the player is almost removed from the equation entirely for more physics-based, timing-oriented challenges. For example, some rooms involve spheres traveling down a sloped path towards what is effectively a keyhole on the opposite side of the room. Of course it isn't as easy as it sounds. There are depressions in the floor that will prevent the ball from reaching the target, so players must trap, push, and launch the balls towards the desired destination using blocks scattered around the room to unlock the door.

The challenge ramps up considerably as the game nears its zenith. The feelings of intense joy associated with finding a solution to a particularly difficult room are quickly followed by more head-scratching (and violent outbursts) at the even more complex challenge that lies just beyond. Regrettably, that difficulty curve hits a wall when Q.U.B.E. introduces a series of puzzles involving magnets. The solution to these puzzles are relatively simple but demand a level of the precision that the game almost doesn't allow for, making them difficult in all the wrong ways.

In clear contrast to the rest of the game where clever thinking equates to success, luck and persistence play a larger role in overcoming the magnet puzzles than anything else. I also had the misfortune of playing through this miserable section of the game twice thanks to a game-breaking save data glitch and Q.U.B.E.'s exclusive use of autosave. As annoying as that was, the feature isn't all bad. Later on it proved rather useful when an integral part of a puzzle vanished with no explanation.

Interestingly enough, the loathsome magnet puzzles, unresponsive controls and errors all coincided with the pinnacle of Q.U.B.E.’s vapid narrative. It was as if the entire game built up to a moment of anticipation only to fizzle and leave a lasting stain on what was otherwise a great experience.

There is a brief coda that helps to remedy some of these problems. The final rooms offer a short series of free-form puzzles that stand apart from the rest of the campaign. These challenges employ the skills the player will develop over the course of the game and unleash them on puzzles that feel far less restrictive whilst exemplifying some of the most entertaining and inventive design that Q.U.B.E. has to offer. Sadly, it's over all too quickly, acting like a chaser to make a bitter pill easier to swallow. 

I found it rather unfortunate that Toxic Games waited until the final moments before the credits began roll to showcase some of their strongest material. I finished Q.U.B.E. wanting more -- something I mean both as a compliment and criticism. It's airy, far too subtle, and poses far more questions that it cares to answer. Even with so much unrealized potential, this fledgling studio has created something compelling and it will be exciting to see what they do next.

Q.U.B.E. may not be the most original game. It has problems and leaves plenty of room for improvement. Regardless, it's a genuinely enjoyable experience that fans of first-person puzzlers should not miss out on. 



Final Verdict:
7.0

Good: 7s are well-above average games that definitely have an enthusiastic audience within their *genre*. Some might lack replay value, could be too short, or has are some hard-to-ignore faults. Nevertheless, the experience is still very fun.













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24 comments | showing # 1 to 24
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Andy Schutzman's Avatar - Comment posted on 01/19/2012 14:04
Andy Schutzman
Nice rig!
tylerstravis's Avatar - Comment posted on 01/19/2012 14:06
tylerstravis
Would buy on PSn
Chris Carter's Avatar - Comment posted on 01/19/2012 14:07
Chris Carter
You have 1GB of RAM? What is your shit 16 bit?! How does your computer boot nowadays?! <3

Nice review Cad. I can still call you Cad right? :D
Foggle's Avatar - Comment posted on 01/19/2012 14:12
Foggle
"Rig: Pentium 4 @ 2.0 GHz, with 1GB of RAM, GeForce 8400 GS"

WHAT. HOW DO YOU EVEN LOAD DESTRUCTOID
Blahblahblahblah's Avatar - Comment posted on 01/19/2012 14:13
Blahblahblahblah
Damn, that rig must be ancient.

Anyways, about as much as I expected from this game, I may buy it if I see it for slightly cheaper someday.
Jared Ari's Avatar - Comment posted on 01/19/2012 14:26
Jared Ari
I was tempted to buy this when it was on sale, but didn't :(
TheNephilym's Avatar - Comment posted on 01/19/2012 14:41
TheNephilym
"Pentium 4 @ 2.0 GHz, with 1GB of RAM, GeForce 8400 GS"

Sweet. I can play this on my calculator.
JetSetRadioForever's Avatar - Comment posted on 01/19/2012 14:44
JetSetRadioForever
Waiting on the XBLA announcement. Gave up on Steam when Valve wouldn't help me out with an account problem that they screwed up on.
pizzadude's Avatar - Comment posted on 01/19/2012 15:15
pizzadude
>GeForce 8400 GS
We have the same graphics card.
Kyle MacGregor's Avatar - Comment posted on 01/19/2012 15:34
Kyle MacGregor
I should note that those figures y'all seem enamored with refer to additional RAM and the minimum requirements and not my personal machine which had no problem running it on max settings.
Startyde's Avatar - Comment posted on 01/19/2012 15:43
Startyde
"In 2007 a game featuring inter-spatial portals and physics-based gameplay came out of nowhere"

It was called Prey and had been in development for 10 years.
indigit4l's Avatar - Comment posted on 01/19/2012 16:02
indigit4l
It was called Prey.. ? WTF? Are you high, stupid or both?
8bitstitches's Avatar - Comment posted on 01/19/2012 16:09
8bitstitches
Will be getting when it's on sale for under $10. Really enjoyed the demo.
TheNephilym's Avatar - Comment posted on 01/19/2012 16:18
TheNephilym
Yeah, Startyde, are you high and stupid? Prey came out in 2006! The rest, however, is correct. The only difference is that Prey didn't let you make your own portals wherever you wanted.
Kyle MacGregor's Avatar - Comment posted on 01/19/2012 16:37
Kyle MacGregor
@Startyde/indigit4l
No disrespect to Prey, it came out first and used them in some interesting ways, but as a shooter they were less central to the experience in contrast to a puzzle game that revolved almost exclusively around their use.Portal came out of nowhere in that it wasn't expected. It took people by surprise and used the mechanic it has in common with Prey in a far more impressive manner.
sylphx's Avatar - Comment posted on 01/19/2012 17:26
sylphx
Pretty much spot on with my own impressions of the game.

There is one puzzle in the game that is completely discontiguous with the pace of all previous puzzles. It involves aligning 4 cubes on to a set of raisable cubes using only the magnet mechanic. While incredibly frustrating and out of place with the natural game progression, it is incredibly rewarding when you figure it out.
Drakengard's Avatar - Comment posted on 01/19/2012 17:46
Drakengard
It should probably be mentioned that the devs are working on DLC for this and likely free DLC at that (though I can't confirm if it'll be free).
The Nakedest's Avatar - Comment posted on 01/19/2012 19:19
The Nakedest
I would like to point out that this game will make you realize just how filthy your monitor is.
Daniel Starkey's Avatar - Comment posted on 01/19/2012 23:00
Daniel Starkey
I played this at PAX Prime and had similar thoughts.
Uno's Avatar - Comment posted on 03/03/2012 05:59
Uno
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Uno's Avatar - Comment posted on 03/03/2012 06:00
Uno
Wow I like such reality! This is the best way! I can buy this game for a song. Magnificent.
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Uno's Avatar - Comment posted on 03/06/2012 04:14
Uno
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julie36tv's Avatar - Comment posted on 03/23/2012 17:54
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