6/11/2023 0 Comments Qube 2 review![]() ![]() You are dropped off outside of the puzzle area. While Lost Orbit's entry was like the original game, all but devoid of plot and rather pleasantly ambiguous, Aftermath's ending feels like a forebodingly relevant farewell. MAJOR SPOILER DO NOT READ UNLESS YOU WANT MAJOR SPOILER :) The choice to include music bits from the main game was fantastic, and reinforces this. It was cosmic, I think, cosmic sadness and cosmic apprehension. 2's atmosphere was well done, but in a different way. Despite my qualms with some plot/dialogue choices, Q.U.B.E. The original game's chill atmosphere (and by extension Lost Orbit) was very calm, cool, and subdued. It occured to me that while Lost Orbit felt like everything I like about the original game and more, Aftermath feels like everything I like about the *sequel* and more. It's difficult to boil down a weighty atmosphere. The Master Room puzzle was a real mind-bender and I wholeheartedly approve!Ītmosphere, my favorite part: Already I've gone on too long and I'll try to keep this concise. They did achieve their mission of creating extra challenge. I'd say that it *felt* harder than the base game and slightly harder than Lost Orbit. Difficulty has a lot of subjectivity involved, but for my part, I found that most of the puzzles challenged my grasp of the game's systems, which is good. Probably on par with the hardest puzzles in the base game. Again, this feels natural.ĭifficulty: HARD. They feel like they were meant to be - because they were! I was also grateful that the team didn't feel compelled to include them in every puzzle. 2 base game, is a good indicator of how well they've been integrated. I think the fact that I entirely forgot that these were NOT in Q.U.B.E. Two new puzzle elements are included - lasers and their prism cube redirectors make a welcome return from the original game, and also hard light surfaces that can be activated/deactivated. Unfortunately I can't remember off the top of my head if it was Dave Hall who is still responsible for puzzle design. I'd get a kick out of seeing if the devs thought about the puzzle the same way I did. I feel that once or twice puzzles (usually for the collectables) were too reliant on somewhat unreliable green cube physics, but among those cases it was usually down to precise timing in the end - flipping a magnet at just the right moment and that sort of thing.įor future reference, if it matters - if the team is up to it, officially published walkthroughs for each puzzle would be an immense treat. I enter every puzzle room thinking "They can't possibly incorporate all these elements into the puzzle!" And it all comes together. ![]() :) This should be short, shorter I hope than my long-winded Lost Orbit review. I just 100% completed Aftermath today and wanted to offer my feedback. ![]()
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