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Following that half-hearted introduction, the story mostly shambles along like a flickering ghost. This also lead to some noticeable platforming issues where it was difficult to place my feet accurately. The only time I was reminded that I was a child, was in a few places where my viewpoint felt oddly low to the ground. There isn't much of a set-up for you being there and you never really experience any notion of who you're playing as. You play as the 12 year old nephew to the owner of the mansion you find yourself in. The story is halfway between non-existent and a cup of lameness. None of the puzzles are really head-scratchers, instead you just need to wade your way through them. You can blow through the game in about 5 hours. While the trick of solving the puzzles is usually pretty intriguing, it is also quite easy. Most of the puzzles are pretty fun to complete and have clever solutions. The puzzles make good use of all the dimensions, urging you to flick between them like you're frantically surfing channels. You start off only being able to use the fluffy dimension, where everything is ten times lighter, and everything ramps up from there on in. There are four dimensions here Fluffy, Heavy, Slow, and Reverse Gravity. Quantum Conundrum drops Portal's titular mechanics in favour of dimension-changing puzzles. They're both first-person puzzle-platformers with a crazy amount of buttons, cube-shaped objects, and red lasers. Furthermore, the way both games are designed are extremely similar. First of all Kim Swift, creative director of Quantum Conundrum, was also the project lead of Portal. Not in terms of being pushed aside by bigger budget titles, but because of its very strong ties to Portal. Quantum Conundrum comes into the market in a tight spot.