They made good use of the various cubes and environmental elements at the player’s disposal, and I found them somewhat challenging despite the limited number of cubes and elements that were in play. There were also a few other elements in the demo, such as walls that could slide back and forth and doors that needed to be busted open with a launched cube.Ĭonsidering the general simplicity of the core gameplay, I was impressed by some of the puzzles I saw. There will likely be others once the game is finished, but those were the ones available in the demo. For example, orange cubes can be extended out of the surface, blue cubes serve as a springboard, and green cubes duplicate to create a loose cube that can be pushed or launched around. 2, a sequel which builds upon the story of the original game.Ĭore gameplay is quite straightforward: certain cubes in the environment can be assigned colors, which the player can then interact with for different effects that depend on the cube’s color. It has a similar sterile test environment to Portal as well as its general visual style, and two years later a new version called Q.U.B.E: Director’s Cut was released, which added a new, more in-depth story mode. One of these games was Q.U.B.E., where the player is able to place and interact with specially-colored cubes in the environment around them. It revealed a market for first-person puzzle games without combat, and spawned several similar games. It’s not difficult to see the influence that Portal had on the games industry.
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