Generally favorable reviews - based on 16 Critics

Critic score distribution:
  1. Positive: 11 out of 16
  2. Negative: 0 out of 16
  1. Sep 4, 2012
    A first person puzzle game with a lot in common with Valves Portal-games. The puzzles are real clever, but there are some frustrating platforming moments and the story is not very compelling.
  2. X-ONE Magazine UK
    Aug 18, 2012
    Saved somewhat by its excellent puzzles and incessant inventiveness. [Issue#88, p.86]
  3. Hyper Magazine
    Aug 8, 2012
    A fun and clever attempt at something fresh that doesn't quite live up to its full potential. [Sept 2012, p.77]
  4. Jul 30, 2012
    Quantum Conundrum isn't exactly a poor cousin to Portal; it has enough good ideas of its own to its merit. However, it's obvious that Kim Swift's talents lie mainly in puzzle and mechanics design, and as good as those parts may be, it took more than that to make the two Portals the classics they are; it's this lack that stops Quantum Conundrum from reaching similar heights.
  5. Aug 31, 2012
    Taken in small doses, any given level in Quantum Conundrum can be a fun diversion. As a whole, it fails to become more than a sum of its parts. The concept may be inspired and ambitious, but the repetitive puzzle rooms and twitchy platform controls make Quantum Conundrum feel rough around the edges.
User Score

Mixed or average reviews- based on 30 Ratings

User score distribution:
  1. Positive: 16 out of 30
  2. Negative: 7 out of 30
  1. Jul 18, 2012
    "Quantum Conundrum" is a XBLA, which costs 1200MS Points, and is a puzzle game in 1st person, being published by Square and its chief"Quantum Conundrum" is a XBLA, which costs 1200MS Points, and is a puzzle game in 1st person, being published by Square and its chief developer is Kim Swift, of Portal.

    The story of the game involves a 12 year old boy who likes to visit his eccentric uncle, Professor Fitz Quadrangle, who one day finds himself trapped in a "Pocket Dimension" of one of his scientific experiments, needing the help of his nephew to be able to restore everything to normal.

    The graphics are simple but adequate. The game features graphics similar to a cartoon, like Dexter's Laboratory, by comparison, with details being simpler and with flatter colors. All items have these characteristics, and changes in dimension are interesting, as they alter the objects. Adjust the brightness of the screen before playing, the game has bright tones.

    Audio: the game features voiceovers and constant lines of his uncle, voiced by John De Lancie, that is the same case as in Portal 2 AI, he constantly talks and jokes as well as giving tips on what to do game - the personality of Professor is a caricature one, and is well illustrated and perfect with the mood and context of the game.

    Its protagonist is silent throughout the game and the other sounds and noises of the game are discrete and appropriate to what occurs with no greater prominence. The game also features a discreet background music, with psychedelic tones, resembling those in older science TV shows.

    The gameplay, is very similar and remember very much the "Portal" game: you have the a 1st person view perspective, and move through the environments, opening up room after room of the house, pushing buttons and levers with aid of various structures of the environment, many using the change of domesions, that a glove invented by his uncle allows.

    The dimensions of the game are changed by the shoulder buttons, and the dimensions that you can use are: Fluffy (where objects are plush and lighter up to 10X), Heavy (10X where objects are heavier, denser and some become indestructible), Slow (time passes slower 10X) and Reverse Gravity (where gravity is reversed). The protagonist is not affected by them, only the objects of the stages, and using the skills of each of these four dimensions, one enters the stage and manipulate objects, catching, throwing or moving objects with the properties conferred by changes to trigger platforms control or get ahead on the screens.

    Many objects are generated by pushing buttons on a machine that clones them, endlessly, and these are these are the objects that are used together with the dimensions manipulation by moving or throwing to serve as weights to trigger weight-driven devices, which serve as tools to break windows, platforms to reach places, etc.

    In the game, you can be die, through various ways such as dropping in very high, being sprayed by lasers, etc. The general difficulty of the game is smaller than those Portal 2, but still requires some thought into their simpler appearance Puzzles, but that are not always as simple as one thinks.

    Summary: the game is a very good option for those who like puzzles that require more thinking, and whom like games like Portal, Portal 2, The Incredible Machine, etc.; of course, despite not having all the complexity of the former in terms of graphics and gamepelay, comparisons are inevitable and this game has a more relaxed atmosphere. In my opinion is worth the purchase.
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  2. Jul 19, 2012
    WARNING: *VERY LONG* REVIEW AHEAD. |||| Stop me if you've heard this plot before: You're trapped in a strange place where science has goneWARNING: *VERY LONG* REVIEW AHEAD. |||| Stop me if you've heard this plot before: You're trapped in a strange place where science has gone awry. Your only hope to escape is to rescue the scientist who caused the issue, who happens to be your uncle. The only way to save him is to utilize a glove-like device which can bend space and time (specifically dimensions) and solve puzzles while being guided by your sarcastic, sometimes caustic and almost always holier-than-thou, uncle. |||| If you read that and thought, "This sounds like Portal", that's for good reason. Although developed by AirTight Games and published by Square Enix, the lead developer behind Quantum Conundrum is Kim Swift, who had formerly been one of the main programmers and producer for the DigiPen, student created, title Narbacular Drop. Narbacular Drop became Portal after the original team was hired by Valve and asked to re-write the game with the Source Engine. After Portal was created and became a sleeper hit, Kim Swift left Valve and accepted a position with AirTight Games. |||| Unlike Portal, where the player only gets two primary ways to manipulate the environment (blue portal and orange portal), Quantum Conundrum gives players four ways to manipulate the environment by making the plot of the game revolve around dimensions. Players are able to manipulate the Fluffy dimension, where everything is 10 times lighter, the Heavy dimension, where everything is 10 times heavier, the Time dimension, where everything moves 10 times slower, and the Gravity dimension, where everything is flipped upside down. This sounds like it would give lots of options for puzzle creation but, unfortunately, this is where Quantum Conundrum stumbles. |||| Although players are able to manipulate four dimensions in total, all four aren't always available. In fact, most levels only allow for 2 to 3 dimensional changes. This significantly diminishes the design of the puzzles almost to the point of linearity. In Portal, I remember showing a friend how I finished a specific test chamber or advanced test chamber, only to discover he had done it a completely different way and achieved the same goal. Such methods really aren't possible in Quantum Conundrum, with exception to one specific level late in the game, because most of the puzzles have only one solution while any other attempts to think outside of the box are met with failure. When you do happen to get access to all four dimensions at once, the puzzles end up being some the shortest in the game. This holds especially true for the final series of rooms. ||| Therein lies the biggest problem with Quantum Conundrum. If you're an analytical thinker, or if you are able to complete the advanced chambers in Portal or Portal: Still Alive, you will have no problem running through Quantum Conundrum in a matter of hours because the puzzles are linear and short. You will still likely die a lot and encounter a bit of frustration while playing the game due to the wonky - and often head scratching - physics engine. ||| There are some bright spots to the game, however. Playing the role of your uncle, Professor Quadrangle, is John de Lancie. Perhaps best known for his role as "Q" on Star Trek: The Next Generation, he does an admirable job playing a mad (and sometimes absent minded) scientist. Likewise, the attention to detail adds a degree of humor to the game, especially the paintings which change (sometimes radically) depending on the dimension you're in. If you're a literary geek, you'll find some laughs in the names of the books scattered around the house, such as "Great Exponentiations", "Henry^8", "Moby Dichromate", and "Star Shift Troopers", just to name a few. ||| Replay value is limited to gathering collectibles and trying to beat your previous time and dimension shift scores. Gathering collectibles is fairly easy and you will likely find most of them during your initial play through. Going back to beat your times or shift scores is utterly meaningless unless you're a completionist or absolutely must have the associated achievements. |||| Overall, while the game is enjoyable, it's hard to shake the feeling that we've played a better version of this game before. Given the derivative (or, at the very least, familiar) nature of the game, the short length of the title, and the limited replay value, I can't, in good faith, recommend running out to purchase it. If you have a friend who has purchased it, try it out before committing to it or wait for the inevitable Steam sale, if you don't mind playing it on PC. Full Review »
  3. May 6, 2018
    L'indé du jour vous propulse chez le Professeur Maboule et notamment dans son manoir de frappadingue, lieu d'expériences interdimensionnellesL'indé du jour vous propulse chez le Professeur Maboule et notamment dans son manoir de frappadingue, lieu d'expériences interdimensionnelles qui seront autant de casse-têtes casse-burnes à résoudre à la manière d'un... Portal mais sans téléportation. Sauf qu'ici cet indé à la godille pue la défaite et les "graphismes" (?) en 16 couleurs sans direction artistique.

    C'est en effet très laid et ça baigne dans une ambiance neuneu pour ne pas dire carrément débile. On balance des coffres-forts dans des vitrines pour débloquer la sortie vers la salle suivante, on saute et on active des interrupteurs et on se fait bien chier ma foi. On se hâte donc de tirer la chasse sur ce bidule répétitif et ennuyeux parce qu'on franchement, on a mieux à faire ailleurs.
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