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Kim Swift Introduces the World to a Quantum Conundrum

Swift's crew at Airtight Games have fashioned a dimension-shifting puzzler, set to release next year.

We knew that original Portal lead and new creative head at Airtight Games, Kim Swift, would be debuting her latest project at PAX Prime. However, those who won't be in attendance at the show can have themselves a little sneak peak at her latest first-person puzzler, Quantum Conundrum, courtesy of GameSpot.

The new title certainly seems to draw a bit of influence from Swift's Portal days, albeit with a new, original art style and an all-new tool: a glove that allows you to shift into multiple different dimensions to solve puzzles contained in each level. The game puts you in the role of a youngster sent off to spend some time with their crazy inventor uncle, Professor Fitz Quadwrangle. Unsurprisingly, your visit is interrupted by something going terribly wrong, and you're forced to navigate his labyrinthine mansion using the glove and its dimension-shifting capabilities.

GameSpot's preview showcases about seven minutes of video as well, narrated by none other than Swift herself. She shows off a couple of different puzzles, as well as the first dimensional shift you receive, a fluffy, pink dimension that makes all objects in the area 10 times lighter. The preview also mentions other dimensions, such as a slow-motion dimension that cuts back the pace of time, and a reverse gravity dimension, which, naturally, reverses gravity. There will be four different dimensions in all, and as the levels progress in difficulty, you'll have to use various combinations of them in increasingly harried fashion to succeed.

While the game's basic similarities to Portal are pretty obvious from the video (which I've gone to the trouble of embedding for you below), the multitude of mechanics and Swift's general talent for creating challenging, if not overly labyrinthine puzzles can't help but inspire a bit of excitement for this latest title. Square-Enix will be publishing it for PC, Xbox Live Arcade, and the PlayStation Network sometime in early 2012. With any luck, one of our dudes will be able to check it out on the PAX show floor and report back accordingly. And now that I've said that out loud, they pretty much don't have a choice but to do so, since I've now raised all of your expectations. You're welcome, everyone.

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113 Comments

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chadster

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Edited By chadster

I was really hoping that this would involve actual dimensions a la this awesome video, but oh well. 
 
Also, if everything weighs 10 times less in the fluffy dimension, wouldn't it require a tenth of the force to do whatever the switch is doing, thus making the fluffy safe capable of activating it? I AM UNCONVINCED BY THE PHYSICAL PROPERTIES OF THIS FLUFFY DIMENSION.

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MordeaniisChaos

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Edited By MordeaniisChaos

@Chadster: resistance wouldn't be based on weight, it would be based on material properties. Honestly, it probably wouldn't work at all when all the wires got turned to... fabric? Fluff...?

Looks really cool. I really like the look of the game, and the gameplay seems like it could evolve to have some pretty significant depth.

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sweep

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Edited By sweep  Moderator

Kim Swift sounds like an awesome pornstar name.

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Branthog

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Edited By Branthog

Kim Swift is okay, but Commander Keen was always my favorite.

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Owlright

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Edited By Owlright

Really really digging the art style of this. It does look a lot like Portal, but I'm optimistic that it can be original and stand alone on its own. 

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Rockanomics

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Edited By Rockanomics

Game looks super fun! I love well made puzzlers.

Also GAAAAME DEMOO!

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SeriouslyNow

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Edited By SeriouslyNow

So, Portal4Kidz. You left VALVe to produce this?

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Talis12

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Edited By Talis12

the artstyle is a bit kiddy but the puzzles look interesting enough

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DrRandle

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Edited By DrRandle

That looks pretty interesting.

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Areian

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Edited By Areian

Saw the first 3½ minutes, and don't really want to see more before I buy this game. Looks like it could be really fun!

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deactivated-629f1111f1060

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I love it when Kim go aheads.

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walterbennet

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Edited By walterbennet

Gotta say, this looks pretty amazing. And yes, certainly does appear to be based on the core design structure of Portal. That's not a fault though.

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NPfeifer

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Edited By NPfeifer

Well, it could've been cool. I was hoping for something more Blinx-ish or challenging. Nah, it's just boring Portal-esque puzzles. Also, yeah, Kim should never do a demo again.

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Yanngc33

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Edited By Yanngc33

Ah that's better :)

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vinsanityv22

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Edited By vinsanityv22

Looks fantastic. Nice, original idea and a great art style. I just really wish it weren't in first person. If platforming plays a part, than it should be in third person. Also, it would avoid the Portal comparisons. NOT EVERYTHING HAS TO BE FIRST PERSON, WESTERN DEVELOPERS!  I'll still play it, of course, it's just annoying. Especially with the great style; a main character could be incredibly charming in this game....too bad you'll never see him/her.
 
Oh, and I welcome more female developers if they keep bringing ideas more original than "be a soldier and shoot many dudes who are cartoonishly unamerican".

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jellotek

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Edited By jellotek

I demand a Meat Dimension.

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Sooty

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Edited By Sooty

Strange, she left Valve and works on a game very, very similar to Portal when she could've been working on Portal 2.

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aceofspudz

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Edited By aceofspudz

Love the part where Kim flubs her own puzzle. She should hook up with Brad...

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guiseppe

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Edited By guiseppe

Looks Portal-y, looks awesome.

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SSully

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Edited By SSully

That was really cool. I am looking forward to this

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cikame

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Edited By cikame

Looks interesting but weirdly alot like Portal, finding ways to weigh down buttons to open doors?

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Aegon

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Edited By Aegon

Great ideas for the gameplay mechanics.  
 
@cikame said:

Looks interesting but weirdly alot like Portal, finding ways to weigh down buttons to open doors?

That's in a ton of games across many genres.  
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A Likely Story

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Edited By A Likely Story

Looks good, love the art style. Yeah, it seems to play like Portal, which will either be good or bad (i.e., playing too much like Portal). One thing I can say for certain is that I hope it's actually challenging.

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BeachThunder

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Edited By BeachThunder

More of this, please. Much more of this.

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AssInAss

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Edited By AssInAss
@Ygg said:
Strange, she left Valve and works on a game very, very similar to Portal when she could've been working on Portal 2.
Why should she stagnate with sequelitis, when she can work on a new IP with her other Digipen friends? Creative liberty FTW!  
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bucky

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Edited By bucky

Man, I thought this was just going to be a ripoff of Miegakure, but this looks pretty bad. Absolutely none of the cool mathematical concepts.

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CommanderZx2

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Edited By CommanderZx2

Looks like the puzzles could be quite good and get nicely complicated, however the story seems a bit like an after thought.
 
You need a pretty good story to drive this sort of game.

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Invertedx

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Edited By Invertedx

The real question is, would there even BE a fluffy dimension if the lead designer was a male?

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tourgen

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Edited By tourgen

man this was a real disappointment.  I was hoping for some real exploration of mathematical spatial dimensions.  maybe that was hoping for too much.  But Portal 1.5 with bad art and textures... mistaking momentum and velocity .. bummer.
 
Swapping out shader code while making some real-time changes to basic parameters of an off-the-shelf physics engine isn't all that interesting.

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jasondesante

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Edited By jasondesante
@tourgen said:
man this was a real disappointment.  I was hoping for some real exploration of mathematical spatial dimensions.  maybe that was hoping for too much.  But Portal 1.5 with bad art and textures... mistaking momentum and velocity .. bummer.  Swapping out shader code while making some real-time changes to basic parameters of an off-the-shelf physics engine isn't all that interesting.
thank you someone else who has the same opinion as me.   
 
and yea to mistake momentum and velocity and being a game designer of physics based puzzle games...ROFL
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Klei

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Edited By Klei

I... don't really care. I'm one of those wierdos who thought that Portal was just average.
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wrecks

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Edited By wrecks

Portal Lite. Also.. Hey Gamespot?

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KidA

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Edited By KidA

gamespot? 
 
GAMESPOT?

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aceofspudz

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Edited By aceofspudz

@tourgen said:

man this was a real disappointment. I was hoping for some real exploration of mathematical spatial dimensions. maybe that was hoping for too much. But Portal 1.5 with bad art and textures... mistaking momentum and velocity .. bummer. Swapping out shader code while making some real-time changes to basic parameters of an off-the-shelf physics engine isn't all that interesting.

I couldn't find where she confuses momentum and velocity. But momentum isn't conserved if you change the mass and the velocity stays the same, which appears to be what is happening here.

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KEITH1437

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Edited By KEITH1437

Nice concepts, but man the art direction is not at all what I would hoped. I wasn't really expecting a light-hearted puzzler that resemble the same way how Portal did things. I doubt it will be able to escape comparisons to Portal with Kim Swift being the leading figure in this project. I'm not sure how I feel about this. Cautiously optimistic.

Story definitely seems like an after-thought; especially so when compared to the genius of Erik Wolpaw, Chet Faliszek, and Jay Pinkerton.

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JackiJinx

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Edited By JackiJinx

Fluffy dimension!

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ryanwho

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Edited By ryanwho

People pretending interest here, I wonder if you gave The Ball a shot at all. Probably not, GB didn't tell you to give a shit about The Ball.

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HerbieBug

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Edited By HerbieBug

Sold.  :)

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valrog

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Edited By valrog
@MordeaniisChaos said:

@Chadster: resistance wouldn't be based on weight, it would be based on material properties. Honestly, it probably wouldn't work at all when all the wires got turned to... fabric? Fluff...?

Looks really cool. I really like the look of the game, and the gameplay seems like it could evolve to have some pretty significant depth.

Perhaps, but if everything in the Fluffly dimension is a lot lighter, why couldn't the kid just jump on the damn ledge?
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somethingdumb

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Edited By somethingdumb
@ryanwho said:
People pretending interest here, I wonder if you gave The Ball a shot at all. Probably not, GB didn't tell you to give a shit about The Ball.
What a weirdly aggressive way to tell people to check out The Ball.
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MudMan

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Edited By MudMan
@Invertedx said:
The real question is, would there even BE a fluffy dimension if the lead designer was a male?
Yes, because every time anybody says "switch to fluffy" I chuckle and that's the best indicator of that. 
 
@tourgen said:
man this was a real disappointment.  I was hoping for some real exploration of mathematical spatial dimensions.  maybe that was hoping for too much.  But Portal 1.5 with bad art and textures... mistaking momentum and velocity .. bummer.  Swapping out shader code while making some real-time changes to basic parameters of an off-the-shelf physics engine isn't all that interesting.

Huh.  
 
I didn't think the art was bad. In fact, a lot of the mechanical animation was pretty cool, like the self-unbolting door. But the real bit where I disagree is the whole "changing basic parameters of the physics engine" bit. Tetris is a game that can be coded in a calculator that runs a couple of basic checks and has a grand total of one advanced mechanic. It's the design that matters, not the complexity of the tools you use. 
 
I don't know how early or late this is in the game, although it seemed to be tutorializing quite a bit at this point, but a lot of the design elements there are pretty good. Just seeing how she breaks down the demo is interesting if you're into game design. She goes through every iteration of things to try, follows the puzzle logic and the learning process and the elements of the puzzle are displayed clearly and in the right places. I'm at least intrigued to see how much more complicated this thing gets. 
 
But hey, you were expecting XKCD-snob levels of math jokes and got fluffy safes. I'd say you won in the exchange, but I can see how you'd be disappointed. I just want to point out that you set yourself up for that one, it's not the game's fault.
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Clubvodka

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Edited By Clubvodka

Looks bloody awesome though really contrived like occasional moments in Portal.

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Edited By onan

@Klei said:

I... don't really care. I'm one of those wierdos who thought that Portal was just average.

That's okay, there's nothing wrong with being wrong.

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jkuc316

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Edited By jkuc316

I like the concept of it and your abilities.
 
Btw, please fix that video, I actually had to go to Gamespot to watch it

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jtman54179

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Edited By jtman54179
@jschneible:   
Speedy thing goes in, speedy thing comes out. 
But yeah inertia not momentum
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MistaSparkle

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Edited By MistaSparkle

Looks pretty interesting. I definitely want to see more!

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jasondesante

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Edited By jasondesante
@somethingdumb said:
@ryanwho said:
People pretending interest here, I wonder if you gave The Ball a shot at all. Probably not, GB didn't tell you to give a shit about The Ball.
What a weirdly aggressive way to tell people to check out The Ball.
It is because if you want an abstract puzzle experience in first person that isn't exactly minimalist, and designed for a gamer who is aware of game controls...YOU SHOULD PLAY THE BALL its a great game!!!
 
@aceofspudz said:

@tourgen said:

man this was a real disappointment. I was hoping for some real exploration of mathematical spatial dimensions. maybe that was hoping for too much. But Portal 1.5 with bad art and textures... mistaking momentum and velocity .. bummer. Swapping out shader code while making some real-time changes to basic parameters of an off-the-shelf physics engine isn't all that interesting.

I couldn't find where she confuses momentum and velocity. But momentum isn't conserved if you change the mass and the velocity stays the same, which appears to be what is happening here.

she says in the video momentum when changing the weight means less momentum and she actually meant velocity stays the same, it is not a big deal and it is a small error, made by a human who was talking, while showing off her new game for the first time.  So she deserves a break :)
 
 
@NoelVeiga said:
But the real bit where I disagree is the whole "changing basic parameters of the physics engine" bit. Tetris is a game that can be coded in a calculator that runs a couple of basic checks and has a grand total of one advanced mechanic. 
I don't know how early or late this is in the game, although it seemed to be tutorializing quite a bit at this point, but a lot of the design elements there are pretty good. 
Just seeing how she breaks down the demo is interesting if you're into game design. She goes through every iteration of things to try, follows the puzzle logic and the learning process and the elements of the puzzle are displayed clearly and in the right places. 

 Changing basic parameters a la garrys mod.
 
Every puzzle game is basically a tutorial, every game is essentially a tutorial.  Portal 1 and 2 are especially good examples of long tutorials.
 
I'm into game design and watching her break down the demo looked like the controlling : thinking ratio was leaning towards more game controlling actions than puzzle thinking. (comparing to portal where it is even more minimalist. for example I don't think if that idea was in portal they would force you to plug in the battery instead of having a narrator tell you about the battery's purpose)
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MudMan

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Edited By MudMan
@jasondesante said: 
@NoelVeiga said:
But the real bit where I disagree is the whole "changing basic parameters of the physics engine" bit. Tetris is a game that can be coded in a calculator that runs a couple of basic checks and has a grand total of one advanced mechanic. 
I don't know how early or late this is in the game, although it seemed to be tutorializing quite a bit at this point, but a lot of the design elements there are pretty good. 
Just seeing how she breaks down the demo is interesting if you're into game design. She goes through every iteration of things to try, follows the puzzle logic and the learning process and the elements of the puzzle are displayed clearly and in the right places. 
 Changing basic parameters a la garrys mod.  Every puzzle game is basically a tutorial, every game is essentially a tutorial.  Portal 1 and 2 are especially good examples of long tutorials.  I'm into game design and watching her break down the demo looked like the controlling : thinking ratio was leaning towards more game controlling actions than puzzle thinking. (comparing to portal where it is even more minimalist. for example I don't think if that idea was in portal they would force you to plug in the battery instead of having a narrator tell you about the battery's purpose)  
 
Actually, one of my few gripes with the first Portal was that it didn't give the player quite enough credit when it came to grasping how portals work. It was great to see the self-teaching process at work, but they could have sped up things quite a bit (which they did in Portal 2, by the way). I don't know how deep into tutorializing this is, but she was only using two of the four available "dimensions" there, so it feels like it's either early on or the tutorial period for the second dimension. 
 
I didn't find they were controlling player behaviour too much, though. She obviously knew what to do there, but going in cold I bet it would have taken a while to figure out the mechanic of using a dropping object as a timed killswitch. Players would probably try throwing stuff, going in slow motion and carrying the thing through the beams and a couple of other solutions before getting to that one there. At least I've seen many games with slow motion mechanics in them and I hadn't seen something like this as a puzzle solving mechanic before.
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SeriouslyNow

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Edited By SeriouslyNow

@tourgen said:

man this was a real disappointment. I was hoping for some real exploration of mathematical spatial dimensions. maybe that was hoping for too much. But Portal 1.5 with bad art and textures... mistaking momentum and velocity .. bummer. Swapping out shader code while making some real-time changes to basic parameters of an off-the-shelf physics engine isn't all that interesting.

Nailed it. Seems Kim has run out of ideas.