Tag Archives: Portal

Not sure if Professor Fitz Quadwrangle’s nephew can solve this Quantum Conundrum

quantum-conundrum-gd-impressions

Here’s the radical truth: every time I scroll past Quantum Conundrum on my interminable list of PlayStation 3 games, most of which were acquired through PlayStation Plus, it scares the crap out of me. Not because it is from the horror genre, where jump scares and messed-up imagery reign queen, but because a song plays the fraction of a second you idle on its name. That song is this song, and, while catchy, it starts so suddenly that, depending on how high I have the volume on my TV, it’s like meditating in a quiet room unexpectedly rocked by a massive explosion. Or maybe I’m being dramatic and just whining about being scared easily. Either way, I want it gone sooner than later.

Again, this is not a horror game. It’s all about puzzles and using your noggin. You play as the non-speaking twelve-year-old nephew of the brilliant and peculiar Professor Fitz Quadwrangle. You’re sent to stay with Quadwrangle, who is unprepared for your arrival and deep in some experiment. Alas, the experiment goes sideways almost immediately, which causes Quadwrangle to become trapped in a pocket dimension. He has no memory of what went wrong before, but is somehow able to watch and communicate you. The results of the experiment leave portions of the Quadwrangle mansion stuck between four dimensions with alternate properties. It’s up to you to restart three separate power generators and bring back Quadwrangle safely.

Quantum Conundrum is a first-person puzzle game, much like Portal. That should come as even less of a surprise when you learn that it was designed by Kim Swift, the project lead on Portal. You’ll notice many more similarities between the two beasts: a wearable device to alter physics in a room, a silly yet omniscient narrator, and lots of buttons to push. By using Quadwrangle’s Interdimensional Shift Device, you can manipulate the objects around you by shifting any given room into one of four different physical “dimensions” at the press of a button. You must use these dimensions in varying ways to solve puzzles throughout the mansion and restore the power. There are four dimensions to mess with, though I only just got up to the third one: fluffy (makes things lighter), heavy (makes things heavier), slow motion (slows down objects in motion), and reverse gravity (self-explanatory). With these varying properties, pieces of furniture or safes become your best tools.

Puzzles aside, the writing is pretty funny. Every time you die, which seems to be most commonly from falling into an endless pit inside this mansion because videogames, you’ll see a darkly snarky death message about something you’ll never get to see now that you no longer exist among the living. There’s also a lot of books with punny titles to examine, as well as amusing paintings on every wall. I especially like the one of the dachshund that stretches across multiple paintings and walls. I do wish that Quadwrangle, as our constant narrator, offered more hints, especially after you spend enough time in a room and can’t figure out what to do next. I solved a couple puzzles already through sheer luck and tossing boxes/switching dimensions until everything lined up perfectly, but I know that technique won’t get me to the end.

At this point, I’ve only fixed the first of three generators in Quantum Conundrum, and I didn’t have to look up any puzzle solutions online. I consider that a great victory as I am–and I’m not afraid to admit this–not the greatest mind to ever walk this spinning planet. However, I do believe this is only because the puzzles start off slow and simple, and the more dimensions you gain access to, the more involved the solutions will become. Couple this with the sometimes wonky physics, like when a box you are carrying suddenly touches a sliver of the wall and freaks out, as well as the less-than-ideal platforming moments, and I’m worried that I won’t ever see Quadwrangle back in the real world. I’ll certainly continue to try, but this mansion might turn out to be more of a prison in disguise.

Disposabot teaches you that death is the answer

GD disposabot final thoughts

I learned of Unept’s Disposabot from perusing the ever enlightening Jay Is Games, and I’m glad I gave it a shot, as this turned out to be a bit more than just a cute-looking puzzle platformer. In fact, it’s a cute-looking puzzle platformer that makes you think, though some levels can be beaten simply by throwing everything against the wall and seeing what sticks, but for the most part, you gotta use your noggin. It’s definitely one of the better Portal wannabes. Wait, let me explain.

Dr. Nemesis, the snarky founder and CEO of the Tyrant corporation, has decided to kidnap you, an ordinary citizen robot, and really put you through the ringer. By that I mean…a number of anti-hero weapons testing rooms, which are filled with numerous and dastardly ways to lower an android’s power level from 100 to zero in a flash. Your job, naturally, is to get through each room safely and in one piece in pursuit of finding a way to stop the often heard, but rarely seen villain, that way you can get back to normal, daily automaton life. Whatever that is. In each of these rooms is a replicator that allows you to respawn in a new, mechanical body after dying, and this is the main mechanic that will get you from one side of the level to the other. Yup, dying is the answer.

When your little robot dude/dudette dies, your body remains in the level. The Last Geek from Ludum Dare 22 did this, but it was only for cosmetic purposes. Some enemies will leave an empty, light-as-a-feather husk of a corpse that you can push around and use as a stepladder, and others will completely freeze your wireframe in place, even in mid-air. The trick is figuring out how and when to use each of these special corpse types to your advantage, to reach the end-of-level pipe entrance, and the first few levels are beyond basic and obvious, there to teach you these skills, but the majority of the levels are quite puzzling, especially the later ones where you need to get keys before exiting or do certain actions in a specific order without fault.

Disposabot is controlled entirely with just the arrow keys. You move left and right with the respective keys, and press up to jump. If you find yourself stuck and want to start over, simply hit the [R] key to clear away all your mistakes. Surprisingly, that’s all the control you need to get the job done, though I always prefer to play platformers with a d-pad or analog stick for better precision and ending up missing a few vital jumps. Each level gives out medals at the end based on how many times you died, the less earning the better prize, which helps add some replayability for those trying to make it through as perfect as possible. I got mostly golds and silvers, though a few of the final levels saw me dying over and over again out of frustration and unplanned attempts to just push my way to the end, winning only bronzes.

However, unlike Portal, the story never reaches that same wondrous high, but you do eventually put Dr. Nemesis in his place, and the last third of the total 21 levels are very rewarding from a gameplay perspective. Again, it’s a cute-looking puzzle platformer that makes you think. Plus, all the clouds are Tetris shapes. Really, you can’t not smile at that.

Games Completed in 2011, #30 – Portal

Always late to the party, I finally emerged from my rocky home this summer and played Portal–this time, all the way to completion. I guess I can now join society and nod appreciatively at jokes about cake and cubes. See, I did give Portal a try back in May 2010, as it was released free for those on Macs via Steam. Unfortunately, my relic of a machine was unable to run the game well, even after tinkering with a lot of settings, so I never went back. However, over the summer, needing a little something-something to play, I picked up The Orange Box, a collection of Valve games, namely: Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Team Fortress 2, and Portal.

And this time, it was playable. I did not spend 45 minutes trying to get Aperture Science Enrichment Center test subject Chell out of that tiny room with the toilet. That alone was impressive. And a controller in hand felt better than clicking a mouse, but that’s just me.

Portal is a story of isolation and determination. Puzzles, too. Chell awakes in the Aperture Science Enrichment Center with no idea how she got there and/or why. Actually, she might know–but she’s a silent protagonist, so mum’s the word. GLaDOS (Genetic Lifeform and Disk Operating System) informs Chell that she is to take part in a series of tests, and off we go to create portals and travel across large, open spaces and free-fall for minutes on end while potty breaks happen. There are 19 puzzle chambers and a much different final level, which I’ll get to in a bit. Funny and sometimes untrustworthy commentary from GLaDOS at the beginning and end of each chamber help expand Aperture Science’s lore and background without stopping gameplay.

Using the Aperture Science Handheld Portal Device–Portal Gun, really–and Companion Cube, players will have to navigate through chambers and reach the exit. Earlier chambers are very straightforward and tutorial-like, but as they progress, fresh tactics and tricks must be put to use, such as using momentum to reach new heights and manipulating energy balls to go where one wants. The puzzles really do test the player’s skill and patience, as rushing ahead is generally never the way to go. I have no room to brag, but I did pretty well, completing chambers 1 through, oh, 15 without having to use any kind of online guide or walkthrough. After that…phhhbbbt. Math has never been my strong point, and while you might think a game like Portal requires no math…well, it does. There’s timing to consider and mapping grid points and figuring out how to get from A to B in the quickest way possible, like reducing fractions.

I grew frustrated with the last four test chambers, but all grumbling and hate subsided the moment the final level began. As the tests progressed, GLaDOS’ commentary became harsher and colder, her motives beginning to shine through. Also, Chell discovered some previous test subjects–awkward would sum that up. And suddenly, live fire turrets are all around, brimming with glee to murder yet again. By the time GLaDOS began funneling us directly down into a furnace, Chell (and I) had had enough. Time to escape, but escape is no easy thing, even with portal tech. Everything we had learned from the beginning of the game is needed to make it out alive as there are no clear exits and entrances, just a lot of trial and error. Eventually, Chell finds GLaDOS, and we have a boss fight that is made all the more tense by the addition of a countdown clock. Hate those things. With victory, we get sunshine and song. Ahhh…

I wish all of Portal was like the final level. It required thinking, just like all the test chambers, but this was free thinking, with no hints or pictures to help Chell along. All the more rewarding. Making one’s way up through vents and across piping truly felt like escaping, and finding creative ways to knock out dangerous turrets is a joy, even if they sound so sad.

And yeah, the end credits song is pretty great. I’ve replayed it countless times since first hearing it around two in the morning, mostly in a daze. I am glad I got to first experience in a traditional sense, but my lack of sleep, sweaty fingers, and exhilaration at completing the game overwhelmed everything at that point, including robotic tunes. That said, I liked Portal for it compact size, its clear push forward, its just enoughness–I don’t think I would enjoy Portal 2 as much, and definitely have nobody to play co-op with, so I’ll just leave Aperture Science behind, free to continue on being cool and crazy. They’ll be fine; they have plenty of cake to go around.

Achievements of the Week – The Voyage of the Mind Edition

For awhile there, it was looking like there would be no Achievements of the Week update this week. I only got to play the ol’ Xbox 360 for the first time last night, giving Portal‘s advanced test chambers another swing and then moving forward in my second playthrough of Bastion. Otherwise, the only reason the Xbox 360 was turned on during these last seven days were to watch LOST, The Wonder Years, Frasier, and my favorite episode of Parks and Recreation (“The Fight” if you were curious). Not a terrible reason to hit the on button, but I do wish I could fit in more gaming time; alas, I’m losing my mind and slipping into an even deeper depression, making the things that were once easy and likable a little harder to enjoy…

Right. Achievements. Time to write about ’em.

From Bastion…


Mind Voyager (20G): Complete each trip to Who Knows Where.

Just my two cents, but don’t bother going for this during your first playthrough. Chances are, The Kid won’t be a high enough level to survive, nor will his weapons be fully powered, his distillery fully stocked, and his number of lootable health potions increased. All those things are vital to making it back to the Bastion each time. You basically make three trips to Who Knows Where, and each trip consists of 20 rounds of fighting swarms of monsters; after each round is finished, Bastion‘s narrator will give away another tidbit about the world and its characters, providing pertinent background on stuff like the Ura and Zulf.

I beat all three with the War Machete and Scrap Musket combo, utilizing the Final Warning secret skill a lot; the first two were rather easy, but the final one against the Ura was a dang struggle, as those dudes zoom in fast for the kill, often draining The Kid’s health bar strikingly fast. And potions don’t grow on trees, only getting dropped every other Reflection. Also, make sure you’re a pro at rolling.


Altruist (20G): Complete 100 percent of the Vigils in the Memorial.

This isn’t too hard actually, and thankfully many of the completed ones from the first playthrough carry over on New Game+. There are only a few Vigils–challenges, basically–that can be a bit tough. Namely, The Dynasty (Earn first prize in seven Proving Grounds) and The Faith (Complete a trip to Who Knows Where with at least one God activated). Other than that, everything else comes naturally as you progress. Just make sure you do all of them before moving on to the last stage, as that’s the point of no return.

And that’s it for this week’s AotW. Stay tuned for next week’s edition, which will most certainly feature the remaining two Achievements in Bastion, as I plan on completing this beautiful baby over the weekend. If not, may a new Calamity strike me down.

How’d y’all do this week? Get that Achievement in Rage for horrible texture pop-ins? Slaaaaaaaaaam.

Achievements of the Week – The Correct Party Position Edition

Well, here’s a new Grinding Down segment that I am going to strive to make a thing. Every Friday, when I remember or care or feel like it is necessary, I’ll round up some of my favorite Achievements that I unlocked during the week. Not all of them, mind you. Just the fun ones, the ones with some story to them, the questionable. Alas, there might be some weeks where I unlock zero Achievements, with the blame either on my gaming skills or lack of playing time or me spontaneously combusting. Yup, you read that right. I don’t want to get all predictable on y’all…

From Portal…


Partygoer (5G): Make the correct party escort submission position decision.


Terminal Velocity (5G): Fall 30,000 feet.

It’s a little after one in the morning, and I have to use the bathroom. I’m currently playing Portal in total darkness, the ceiling fan humming overhead, dulling GLaDOS and hypnotizing me towards sleep. In a tiny alcove, I create a blue portal overhead and an orange portal on the floor, and then I fall–I fall continuously, gaining speed and momentum, turning my TV screen into a seizure-inducing weapon. I leave the room for some quiet time on the throne, and when I return, I’ve unlocked the above Achievement.

From Half-Life 2…


Bone Breaker (5G): Kill 30 enemies with thrown physics objects.

I’m still not really that good with the Gravity Gun, but every now and then I am able to pick up discarded saw blades with it, and those slice through Combine like warm knives through walking sticks of butter. Um…what? Forget it. Used that method a few more times, and ping, Achievement unlocked.

From Fallout: New Vegas…


Make Up Your Mind (20G): Made up your mind… about your brain.

Not to spoil too much about this, but the conversation leading up to this Achievement is simply fantastic. Like nothing before. Really exemplary of how great this add-on is for the Fallout franchise. If only all DLC could be as strong as this old boy. I’m guessing this Achievement can’t be missed, no matter what your decision is.

From Bastion…


Pet Sitter (10G): Get four different domesticated creatures in the Bastion.

I unlocked a few other Achievements in Bastion, but they are all tied to the story and are pretty spoilerific, so I won’t broadcast ’em here. I’m getting closer to completing the game, and might even try for a full 200 here. We’ll see. I always end up getting distracted or losing interest (am I right, Torchlight?).

And thanks to all these Achievements, here’s a nice little surprise:

Nifty. Sure, it’s not a palindrome or a nice, solid round number with lots of zeroes, but I’ll take it for its uniqueness nonetheless.

That’s it for our very first Achievements of the Week! What do y’all think of this feature? Stunned silence will be interpreted as glorious, panty-throwing praise. And please share below in the comments your favorite unlocked Achievement from the week.

There’s no “i” in Team Fortress 2, but there is a “me”

Over the weekend, I picked up two games thanks to some coercing coupons from GameStop, but really I picked up six games, as one game is actually five games bundled nicely on a single Xbox 360 disc. It’s called The Orange Box, and it’s one helluva package, especially as a used copy; for just over $20.00, I now have access to Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Portal, and Team Fortress 2. Man, that’s a lot of 2s in there. I’m sure I’ll be musing about those first four games at some point, but let’s use today to dive into Team Fortress 2, a game I didn’t think I would like, but am having fun with, as well as a game that is sadly not the be-all, end-all version of itself.

Team Fortress 2 is an online, team-based, first-person shooting multiplayer bonanza. You pick a class, a map, and a type of game (capture the flag, capture/defend control points, arena, and so on), and you’re off to shoot non-team members, capture sections of the map, and wait patiently for your character to respawn. On the Xbox 360 version, there’s six maps available, and I’ve gotten to try ’em all once, which should be obvious to all y’all Achievements stalkers:


World Traveler (5G): Play a complete game on every map.

The six maps are all about the same size, a medium build, with a few spots of elevation, but otherwise there’s a lot of staircases and tight corridors to contend with. Each team has a home base where they can restock on health and items. No real direct interaction with anything on the map though, and there’s no destruction a la Red Faction tech. My favorite playground is whatever the snowy one is called. Snowscape? Snow City? Las Frozen Vegas? I can’t remember, and I’m definitely too lazy to look it up.

As y’all know, I’m pretty terrible at competitive shooting games, and that fact has not changed one bit since giving Team Fortress 2 an hour or two of my gaming life. I get sniped from afar, set aflame all the time, and knifed in the back the moment I step into enemy territory. But regardless, I’m having fun. I think it has something to do with the wonderful art style, a loose, cartoony feel that evokes Pixar’s The Incredibles and gives me a sense that everyone else is just here to have fun and not take it so seriously like a lot of Call of Duty fanatics. The controls and simplicity of the gameplay also help; most classes only get two gun-type weapons to use and one melee weapon, and there’s no rain showers of endless grenades. I think I actually did my best with the Medic class, as I kept away from the firefights and healed teammates as they needed.

Do you play Team Fortress 2? What’s your favorite class? And if you’d like to shoot me in the (cartoony) face or help take down others with me, please add me on Xbox Live; my gamertag is PaulyAulyWog.

Portal is great and free, but just not for me

In case you’re curious, you’re supposed to read this blog post’s title in a sing-songy voice.

So, the big news is that Steam is now available for Macs, and that everyone can download a free copy of Portal (from now until May 24, that is) to celebrate this triumphant moment. Sounds like a sweet deal, right? Between the Humble Indie Bundle and this, the Internet’s been pretty kind to us gamers as of late.

I use a MacBook at home, lovingly nicknamed Macaroni, a laptop I’ve never considered gaming on save for silly little Facebook applications and, uh, Chess. Yes! The computer always wins, but whatev. That is until I got Aquaria, and that runs like a professional marathoner. So I figured what the hey, and downloaded the file to get Steam a-going. Took less than a couple of minutes to get set up with my name and profile and all that junk. Then I clicked to download my free copy of Portal. And then I waited. And waited some more. And made dinner. And took a shower. And grinded some more in Pokemon HeartGold. And checked to make sure it was still downloading. It was. I watched a little TV. And then it completed downloading…after around five hours. Hmm. That’s fine and all really, considering it’s a free game and I was downloading it a few hours after it was announced publicly.

Unfortunately, I get a message from Steam saying my video driver card thingy is not up to snuff for Portal. Bugger that. They offer me a link to download an upgrade. I click it, and nothing happens. I click it a few more times…still nothing. Finally, I just say screw it (not out loud, mind you) and run the game with what I got.

At quarter to midnight, I loaded up Portal, excited to play. That feeling faded fast when moving the mouse on the start menu felt like dragging around those boulders muscle men lift onto podiums for random peen tournaments on like ESPN. Uh-oh. Not to be confused with Ho-Oh, my kick-ass rainbow Pokemon. I thought this thing could run on Macs from the get-go. I start a new game, which opens into tutorial levels.

I only manage to get to the one room where a machine shoots a ball of fire/energy. The lag was so terrible, and I tried switching all the settings to be as least demanding as possible, but nothing worked. The sound was fine, with the robot’s audio coming in clear and crisp. Alas, controlling our leading lady was sluggish and unfriendly, and getting her through portals was like leading a cat to the bathtub. So frustrating. Such a shame.

And this is why I’m a console gamer, through and through. With a console, you have everything you need to play a game, more or less. You don’t have to upgrade video cards and alter settings to get a smoother performance. It’s just frustrating that I’d have to jump through all these hoops to even get Portal moving at a sane clip. I’m not interested enough for that. Besides, I could always pick up The Orange Box for Xbox 360 and play lag-free then. And now there’s really no point to me keeping my Steam account as I’ll forever be afraid to buy a game and then discover it won’t run well on Macaroni.

I guess if I want to play Portal, I’m going to have to stick with the Flash version for now.