
Magnesium_173 is an elegant puzzle game inspired by quantum mechanics. Discard your conventional understanding of time and explore what it takes to make a meaningful choice.
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Languages: English**languages with full audio support
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《Magnesium_173》是一款以“量子物理”为主题的独特解谜游戏。 从本作的前几个关卡来看,本作看起来就是一个很普通的网格式逻辑解谜游戏。玩家需要操纵一个“粒子”在网格中移动,目标是在限定时间(回合数)内到达终点。要说其它的要素,也就只有普通的开关和门,还有一些会转的地块了,有的会随着时间的流逝自行转动,有的会随着开关被触发而转动,没了。这也简单得太过头了,步数限制也可以说是解谜游戏中我最不喜欢的设计之一。所幸,这些都不是本作真正的核心机制,这些机制会在组合了核心机制之后,产生一些非常奇妙的效果,没错,包括这个让我脑中警钟狂响的步数限制。 在用几个普通的关卡让玩家熟悉了游戏的操作方式之后,游戏引入了第一个核心机制,也是后续所有核心机制的基础——[b]分支(Branching)[/b]。这其实是一个受量子物理中“叠加态”这个概念启发的机制。在操纵粒子进行了一些行动之后,你可以退回某一时刻,然后选择“分支”,并选择一种和原来不同的行动。这样,从这一时刻开始,原先的一个粒子,就成为了两个粒子,第一个粒子会按照你之前所设定的进行行动,而你还可以控制分出来的第二个粒子进行其它的行动。两个粒子会同时处于谜题当中,并同时行动,也都会对同一个谜题的状态产生影响,比如一个粒子按开关,另一个例子同时就可以通过这个开关所对应的门。这可以看成一个粒子同时处于两个不同的状态(但不是两条互不相干的时间线),这也就是“叠加态”的概念。当然,分支”不仅限于两个粒子,只要你想,你可以进行多次分支,把整个谜题都填满粒子,你也可以具体地控制这些粒子在每个时刻选择什么行动。 这个机制一开始在解谜中主要用来省时。前面说过每个谜题的目标是在固定回合数内到达终点,那这个可以让粒子分裂成多个,并行执行行动的机制,肯定非常有用。但如果只是要省时的话,那么多分支和少分支相比基本上只有好处,为了平衡,本作引入了对“行动数”的限制。“行动数”的定义是,如果在一个时刻,有x个粒子同时存在,那么这个回合中不管每个粒子是行动还是等待,都会消耗1次“行动”,加起来就说明,这个回合所使用的行动数是x。很显然,如果对行动数作出限制,那么多分支就不一定比少分支要好了,玩家要做的就是综合考虑谜题中的多种限制,包括行动数,找到一个最优的可行解。 一些解谜游戏,在谜题设计完毕之后,才不加考虑地加入步数限制,单纯为了提供一个过关之外的优化目标,就算优化了步数,解法也不一定会更有趣,而且有时,步数这种东西要优化起来非常诡异,因为优化步数和过关通常来说用的不是同一种逻辑,这些是我不喜欢解谜游戏中的步数限制的主要原因。但本作不一样,因为本作的步数限制本来就是为了揭示更优秀、更干净的有趣解法而存在,所以在设计之初,设计师就已经将步数限制考虑在解法设计之中。玩家考虑如何优化步数的过程,也是设计师精心设计好的,这就保证了这个过程中一定会包含设计师想展示的idea,得出这个idea也就能享受到设计师想要创造的Eureka(顿悟)时刻。在实际解谜中,行动数的限制甚至还能反过来提示最终的解法大概会是什么样。总之我想表达的就是,本作通过精心设计,将一个一般来说我不喜欢的设计做到了让我能接受和认同,这点已经是十分可贵了。同时这也证明,其实我并不是不喜欢“步数限制”,我只是不喜欢“不加思考加入的步数限制”。 之后,分支机制也会有别的用处,比如需要“遥控”的情况。可以看出,这些其它情况的设计,加上之前的行动数限制,都让玩家需要更仔细地考虑如何使用分支,以及各分支的行动,不能无脑用粒子“洪泛”整个谜题。其中有一种情况我个人觉得非常有意思,那就是一关同时有多个终点的情况,并不是任意一个粒子进入任意一个终点就算过关,具体的机制要复杂一点,也有种“叠加态”的感觉,这里就不剧透了。 虽然分支确实是后续所有机制的基础,但在我看来,这还不算是本作的重点。真正让我开始感觉到本作的独特性的,是本作第二个核心机制——[b]纠缠(Entanglement)[/b]。这个机制颠覆了因果律当中的时序性,也就是打破了“起因在时间上必须在结果之前”的前提,这就使得,即使一件事情的起因在时间上处于未来,只要能确定起因会发生,那么游戏允许在起因发生之前就享受到对应的结果。我这里故意说得比较晦涩,还不举例子,主要是不想过多剧透,游戏内把这个概念解释得很好。也就是这个机制的加入,让整个游戏瞬间升华,我也终于更深地体会到了本作的本质,也就是玩家到底是在“控制”什么。 下面一段是我在描述我所认为的本作的本质,[b]可能包含剧透[/b](取决于你对剧透的定义)。我个人认为自己在游玩游戏时对机制形成自己的理解是最好的,因为理解这些机制也是很有成就感的。如果理解不了,再来看我的描述也不迟。 [spoiler]在一般的回合制解谜游戏中,玩家的操作和时间的运行具有一致性,就是说,玩家的操作会让时间推进,游戏状态转移到下一个状态,而反过来,玩家撤销操作,时间就“倒退”,游戏状态回到上一个状态。而在本作中,玩家的操作和时间的运行是独立的,玩家在本作中所做的,其实更像是在“修剪”一棵“状态树”。想象有一棵树,上面每个节点表示一个粒子在一个特定时间节点的状态(位置),根表示初始粒子的初始状态,而向上生长表示游戏中的时间向前运行,那么本质上说,每次操作,玩家都可以选择一个任意节点(任意时刻的任意粒子)进行操作,要么是让某一点向上长出一个节点(普通操作),要么是让某一点向上长出新的分叉(分支),要么是连根剪掉某个枝条(取消一个分支)。玩家能不能进行某个操作,如果能,又会产生什么结果,要看执行操作后的整棵状态树是否满足本作中独特的因果律,而不只是考虑某个粒子的状态,或者在某个游戏中时刻上的谜题局面状态。也就是说,每次操作后,游戏实际上会按照树的顺序,从时间起始点开始重新计算每个操作的“合法性”,如果不再合法,对应的分支就会自动被“剪”掉,重复直到剩下一棵合法的树为止。游戏中UI每次呈现的,其实只是这棵树的某一层,也就是某一时刻下所有粒子的叠加态。其实具体来说,尤其是结合后面的一些机制,这里的描述也不完全严谨,就当是举了个方便理解的例子吧。[/spoiler] 本作在之后还引入了第三、第四个核心机制——[b]坍缩(Collapsing)和隧穿(Tunneling)[/b]。这些机制基于分支,主要探索了多个粒子之间的交互,分别描述了同一时刻的多个粒子之间可以进行的两种独特的行动。它们属于对“量子物理”这个主题的挖掘,而并没有想要和量子纠缠一样,想要更深入地颠覆玩家对游戏机制的理解。当然,这些机制还是很有意思的,它们自身,以及和其它机制的组合,都产生了一些很有意思的谜题。 在这里插一句嘴,可能你也看出来了,本作引入新机制的方式并不是探索已有要素的新的组合,而是直接引入新的规则。规则不同,能实现的解法自然也会有不同。同一个谜题布局,在有了更多规则的情况下,优化的空间就更大,解法一般来说也会更有意思。而有时,一些规则不存在的情况,也可以看成独特的限制。 其实,在理解了本作的本质之后,我个人觉得这些机制还意外地挺符合直觉的,至少没有和《Induction》等游戏一样玩真的时空穿越。另外,我觉得我能这么好地理解本作的机制,本作的引导和UI设计也功不可没。由于机制本身比较复杂,所以本作就没有采用“无字天书”式的引入方式,但也没有把所有规则都写得事无巨细,给玩家留了自己试验和思考的空间。本作不仅在引入新机制时使用教程谜题,而且在教学UI的一些功能时也使用了教程谜题,让玩家逐步适应了本作较为复杂的机制和UI。在整个游戏的机制完全展开之后,你会惊讶于本作优秀的UI设计,既很好地展示了关键信息,进行各种复杂操作的方式也十分符合直觉。相比之下,我虽然很敬重《Recursed》和《Induction》这些游戏在思想上的地位,但不得不说,它们操作起来真的不怎么样,有些机制对我来说也实在是过于难以理解。 前面说了这么多,就是为了表达本作机制的独特性,而本作的谜题设计也十分不错。首先就是之前说过的教程谜题,配合文字,很好地介绍了新机制,以及UI的各个功能。而本作其它的谜题,也就是标准谜题,也很不错。虽然有的时候,为了强调某些核心解谜思路,同种思路可能会重复个两三遍,这两三道谜题中只有具体布局上稍有不同,但整体来看,本作的谜题质量还是很高的。在理解机制之后,绝大多数谜题思考和执行起来都不算困难,但都可以用逻辑思考得出结论,Eureka(顿悟)时刻还是很多的。 本作还内置了提示系统,会展示设计师对谜题重要操作的文字提示,还可以再进一步选择直接查看解法,所以不管怎么样,玩家都不需要离开游戏去查攻略,这点也挺不错。 本作还有剧情,以文字形式时不时出现于谜题之间。某个人尝试和玩家对话,貌似想要想通“选择”和“因果”的意义,并构造一个“框架”,来“做出真正有意义的选择”。这人一直在举各种各样的哲学思想和概念,当然还有量子物理的概念,试图通过这些来类比游戏机制,讨论选择的意义。我没怎么看懂,一开始觉得这些“剧情”可能也就是介绍一些哲学思想,但看到结尾,还意外地挺现实的。总的来说,这个剧情可能比较偏作者个人向,甚至作者自己也知道且表述了这一点,所以不能感同身受,觉得神神叨叨,也是正常的,这种情况下忽略就可以了。 总而言之,本作是一款非常独特的优秀逻辑解谜游戏。虽然游戏机制和真实的量子物理的关系可能比较浮于表面,但作为游戏机制,它们还是很有意思的。有时追求真实性会反过来牺牲游戏性,更何况我其实也不懂量子物理,所以我没什么好挑剔的。推荐对这个主题感兴趣的解谜玩家游玩。 结论:[b]强烈推荐[/b]。 (写完之后过了几天,发现这是我的第444篇评测,虽然好像不是什么吉利的数字,但是也记录一下吧,挺有意思的)
Magnesium_173 is a turn-based, movement-based puzzle game with time-related mechanics that are loosely based on quantum physics. The developer was kind enough to give me a free code for the game just for showing interest in it prior to its launch, and I had a good time playing it, but you're probably more interested in whether I think the game is worth its current base price of 15 USD or not, as that does seem a bit hefty for this type of puzzle game, and after giving it some thought, I would have to say that I think it's worth just that, and this review will explain how I came to that opinion. I'll start with the gameplay. Your task for each level is to bring a particle (basically your playable character) to the goal-tile. It sounds simple enough, but you need to achieve that within the 'time limit'. Since this is a turn-based game, that just means you have a limited number of turns to get to the goal, and this number varies from level to level. Each move you make uses up a turn, including the 'wait' option you choose when you don't want to move your particle. The first time-related mechanic you encounter is the ability to go back and forth between time (turns). This mechanic only matters when you have more than one particle present, and that's where the next mechanic introduced, 'branching' comes into play. You are able to split your particle into more particles, as can be seen from the trailer above. A particle will 'remember' its action for each turn, which in turn allows you to control each particle independently. For example, after moving one particle for a few turns, you can rewind to the beginning and move another particle, and you will see that the first particle will still move as it did for each turn. You can do this for any number of turns and particles, and on top of that, only one particle needs to reach the goal to beat a level. This might make branching seem too powerful of a tool, but you are soon introduced to something called 'action points'. Each particle present at the end of a turn will generate an action point, and there's a limit to the number of action points allowed for each level, so even if you reach the goal, having too many action points will prevent you from beating the level. There are more interesting mechanics you will encounter later in the game, but branching at the right time and place in order to stay within both the time and actions limit forms the basis of most of the puzzles. There are more than 100 levels in the game, more than most puzzle games, which should take you upwards of 10 hours to complete. The overall difficulty, I would say, is moderately difficult, though the game starts off pretty easy and only gets challenging once action points are introduced, and once you reach the last half a dozen levels or so, I felt like there was a difficulty spike where the puzzles became 'brain-meltingly' hard and stumped me, though difficulty is subjective, of course. Aside from the interesting mechanics, the strongest point of the game for me was the visuals. The first thing you're most likely to notice about the game is the vivid colours. Admittedly, that was what got me interested in it in the first place, aside from my love for puzzle games. Aside from the striking colours, there are some interesting animation effects going on as well. See those colourful tiles floating in space in the trailer? They actually zip around and form the tiles for each level. Apart from that, they also move to form the buttons for the level-select menu. This is quite a nice touch from the dev. On top of that, the UI looks pretty sleek and modern. There is also some light reading material in the game. When you first start the game, you're placed into a text conversation with a mysterious contact aptly named "Someone Else". He will not only lecture you on the mechanics of the game in a manner that is both sciencey and philosophical as you progress, he will also act as a tutor when you're in-level, explaining the basics of each mechanic to you. Apart from that, your conversations with him will also decide the order in which the branches in the level-select menu open up. There isn't really a story to the game, but there will be some sort of reveal once you've beaten it. Last but not least, the game actually has a complete built-in walkthrough system, which is the first I've seen in a puzzle game. When you first ask for help, all it does is give you a vague hint on the basic idea on how to solve a level. However, if that doesn't help you, you can always request the full solution, and not only will the system guide you step by step, it will also show you an instruction box that explains the purpose for each sequence of moves, so that you will actually understand why the solution works. In addition to that, you are allowed to stop the instruction at any given time to complete the rest of the level yourself if you feel like you already know what to do. While having any sort of help system in a puzzle game is a controversial design choice, as many would argue that it would give less incentive for players to figure things out on their own, it'll at least allow more players to complete the game. I admittedly had to resort to walkthroughs for 6 levels near the end of the game, as some of the concepts behind the mechanics of the game can be pretty hard to grasp, such is the nature of timey-wimey stuff. I might have been able to figure them out on my own in time, but hindsight is 20/20. Anyway, there was a bug with the walkthrough system when I first played the game, but it was fixed by the developer after I gave him my feedback. To sum it all up, while not a masterpiece by any means, the interesting puzzles with unique mechanics, large number of levels, decent difficulty and impressive visuals means that it's safe to say that Magnesium_173 is a pretty good puzzle game. The extensive help system and light reading material are just bonuses. The whole package makes it worth 15 bucks in my book. Just don't expect it to be as good as the equally priced Baba Is You, as that is one of the greatest puzzle games ever that is easily worth more than its price. What you should expect is a beautiful-looking, moderately difficult puzzle game with unique time-related mechanics that will keep you occupied for 10+ hours, and should you ever get stuck, there is an integrated walkthrough system that you can always rely on.
Classic puzzler with a modern aesthetic, lots of little delightful moments within the UI really make the experience. Update: It's been a few months, and I feel I should update my review with more detail. This is a phenomenal game, and I didn't realize how much so until I had a friend over and we were playing through a level together. The logical progression within this game is outstanding and satisfying, so much so that talking it out in real-time with someone is both helpful and enjoyable. Pick this one up!
I enjoyed this game and had a very good time with some of the causality-ish mechanics that felt like they explored new space from other time clone based puzzle games. I normally don't like games with strict step/turn limits but I think this game used it well and probably wouldn't have worked without that system. Most of the mechanics felt well-explored although I do feel like I was left wanting a little more. My favorite mechanic, entanglement, isn't something I've seen elsewhere and this game made good use of it to create neat puzzles about recording paths undoing those paths and then deleting that path to allow a more efficient solution. Despite this I do think this game has some flaws that limited my experience. The biggest thing is that the game took a while to get to the most interesting mechanics and spent a long time on tutorials (especially tutorials for the UI). I eventually came around to appreciating the UI once I reached entanglement and collapse since the interaction with the undo system is quite nice and collapse/tunnel ultimately does require mouse based interaction. However my initial first hour-or-so impression was slightly annoyed that there was no keyboard based way to do branching. The most fun I had in the game was when I accidentally skipped the tutorials for two mechanics (collapse/tunnel) entirely and played through the 15-20 or so endgame difficulty puzzles without having used the mechanics in the tutorial puzzles (the game helpfully explained how to use them in the first puzzle they appeared which I appreciate). While it was a bit of a rough introduction to the mechanics I enjoyed the introduction more than the rather extensive tutorials in the past.
I am GENUINELY astonished that this game isn't more popular than it is; the puzzles are so clever and well-crafted, the mechanics are clear yet complex at the same time, it requires a wonderful amount of thought and logical deduction... overall, just an incredible game! I had so many moments of "oh, wow, I feel like a GENIUS now!" and it was such a rewarding, well-made puzzle experience. If you enjoy logic puzzles and trippy time shenanigans, you NEED to check this game out, it's wonderful! (also, the soundtrack is incredible, but I really want the game itself to get more focus... it's such a great puzzle game..!!)
This is such a cool game with such a neat implementation of its concept , I adore it
Fun puzzle game with some interesting and novel mechanics. Took me about 7 hours to finish; I think the full price is a biiiit high but I got it on sale :)
A very unique, well-designed puzzle game that is a little rough around the edges. The UI seems a little overly complicated at first because it requires that you play with a mouse, but once the more complicated mechanics get introduced it makes sense why the UI was done this way. The puzzles aren't terribly hard although I was stumped by a few at first. For a 2D grid-based, turn-based, puzzle game (I won't call this game sokoban because the mechanics are actually interesting), this game really requires you to rethink the way you approach the puzzles. Most puzzles have both a turn limit and a "entity per turn" limit so the trick is to figure out how to solve the puzzles optimally, which sometimes involves redoing previous actions. Overall this is a hidden gem for puzzle lovers. $15 is a little steep for how long it is (took me 8 hours to 100%) but it regularly goes on sale for $1.50.
I've only just started it, but I think this game is well worth it for the TRANSCENDENTAL OST alone.
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