![]() The difficulty of the puzzles themselves gradually increases without ever feeling impossible, though there will likely be puzzles that have you stumped until you ultimately figure out the answers that were staring you in the face the whole time. The puzzle progression in the game moves along steadily, with you never feeling rushed or under pressure to figure out a puzzle. As you progress through the facility to your end goal, you will upgrade your gloves and unlock new coloured blocks to create, including red blocks that extend and green blocks which create a physical cube you can stand on.Įvery so often you're treated to a sneak peek of outside the facilityĬombining these three abilities and also the cubes themselves is the key to unlocking the path to the next room. This means you are eased into the puzzling mechanic quite slowly, which is nice for players unfamiliar with this kind of puzzling. The first one you can create is blue, and placing a blue marker on an available white space creates a spring you can use to bounce to a higher level or platform. You begin in the first chapter with only the basic ability to create cubes. Not only does this widen the scope for more puzzles, but also ups the ante when it comes to difficulty too. Your gloves have the power to create blocks in certain places, and you must use these in order to progress through levels. be likened to Portal, but unlike the first game, rather than have coloured blocks scattered about that you must manipulate, this time around you are given more power. This gives it the pristine clinical feel that makes Q.U.B.E. The facility you explore in this game is reminiscent of the original's, with the location made up largely of white blocks. It's intriguing, which you don't often get with a puzzle game, and is well worth playing through to the end to find out the truth. The story takes quite a dramatic turn about three-quarters of the way through and gears up for an ending that answers most of the questions you'll have about the facility and Emma. This helps build a stronger connection with the story than the first game, and feels like the journey you are taking with Amelia is more meaningful. You learn early on that Amelia has amnesia, which means that all the new information you receive is new to her as well. ![]() After collapsing, Amelia wakes up in a strange facility with her only form of contact coming from Emma, another person somewhere in the vicinity who serves as a kind of guide. You're at an unknown location on an unknown planet, neither you nor Amelia being sure exactly what is going on. You play as Amelia Cross, and a prologue sees you struggling through a storm. You are thrown straight into the story as the game begins, and this time around it feels more substantial. ![]()
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