
Magnetic: Cage Closed is a first person puzzle game where the player manipulates magnetic forces to accomplish their goals. The mechanics are focused around a single tool: The Magnet Gun which allows you to create electromagnetic fields with either positive or negative charges.
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Languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Советую данную игру, геймплей похож на portal 2, только вместо телепортной пушки, у вас в руках магнитная пушка с разными магнитными полями, так же проходите всякие комнаты с логическими заданиями, есть выборы в сюжете, которые в конце концов, приведут к какой-нибудь из финалов. В итоге пройдя всю игру, я могу сказать что игру можно купить, если она продается по скидке).
Magnetic: Cage Closed - это головоломка от первого лица, в которой игрок манипулирует магнитными силами для достижения своих целей. Механика сосредоточена вокруг единственного инструмента: Магнитного пистолета, который позволяет создавать электромагнитные поля с положительным или отрицательным зарядом. Итог: Попытка воссоздать концепцию Portal была бы неплоха, если бы я не играл в такую игру раньше. Геймплей: https://youtu.be/a8sgHxH1Iy0
1. şahıs platform bulmaca oyunu çizimler fena değil portal oyununa benziyor kabaca tabir bu gibi oyunlara ilginiz varsa deneyebilirsiniz
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
https://youtu.be/JUR0ZjbUn6I This is a truncated review based on Steam’s character limit. For the full review, watch the video. Portal. Portal, Portal, Portal, Portal. There, now I’ve got it out of my system. I’m tired of constantly mentioning Portal whenever I talk about first-person puzzle games. It reminds me of the time when every first-person shooter was called a Doom-clone. But the thing is that shooters eventually branched out and became their own thing that didn’t primarily resemble Doom anymore, so it made sense to call them something else. Unfortunately, Portal has cast such a long shadow that even years later there are games stuck in it that I’d rather call Portal-clones than simply first-person puzzle games. So let’s ditch the complain train about the lack of innovation in the first-person puzzle genre and talk about Magnetic based on its own merits. I’ll try to keep comparisons to other games to a minimum, but spoiler alert: I’ll very much fail at that, the reason for which will become clear shortly. The game is mostly broken up into individual test chambers that you have to solve with the power of magnetism. To that end you can manipulate the all too familiar cubes, which must be mandated by law or something, given that they always make an appearance in Portal-clones. You can also attract or repel yourself from specific magnetic walls to jump around these levels to avoid a variety of hazards. And that’s pretty much it. The levels are fairly straightforward obstacle courses where the challenge comes mainly from figuring out in which order you have to do things, sometimes augmented by specific means of traversal to avoid the hazards, which means first-person platforming. I feel like the magnetic interactions are a bit underdeveloped. It’s mostly about putting boxes onto switches to open up new paths on your way to the exit of the test chamber. The game could’ve benefited of more interactions that shake up the core formula, since it gets a bit stale after doing the same thing over and over again. It seems to me like the developers must have noticed that it gets repetitive fairly quickly. Which is why each chapter gets capped off by a decision you get to make. The game tries really hard to convince you that these decisions have consequences for later stages, but they rarely do. Some of them do have an impact on which ending you get, but for that to matter, you have to actually tell a story that benefits from branching endings. Otherwise, you’re just making the player replay the same damn levels over and over again to uncover all the endings and make them realize that none of them are particularly satisfying. But before I get to the endings, we’ll first have to tackle what the game is actually about. Magnetic starts off with an underground train ride. And already we see it copying from another landmark title, which is Half-Life. Though thankfully it’s a rather brief ride, since it’s mostly just used as an exposition dump and there’s not a lot there to fill you in on. You’re a death row convict slated for execution for an unspecified crime, but you’re getting a second chance by agreeing to partake in a weapons testing program. I mean, you can choose not to partake by refusing to leave your chamber at the start, but then you’ll just get gassed to death and have to start over again, which incidentally is one of the endings you have to see to get the achievement for having found all of them. Not much of the backstory gets revealed here. In fact, there’s not a lot of story going on in the game at all. As is typical for these first-person puzzle games, you get talked at by unseen people every time you enter a chamber. But most of the time it’s just inconsequential fluff or strict instructions on how to proceed. The game doesn’t really have a story to tell or a point to make. It’s never revealed what kind of weapons testing you’re doing here beyond being given the magnet gun. And there’s not enough depth to either of the two characters talking at you to make listening to them worthwhile. GLaDOS, despite her artificial nature, had a sense of humor that juxtaposed well with the dark implications of the scribbles on the test chambers’ walls in Portal. And Cave Johnson was a commanding presence in Portal 2, always good for a laugh but also revealing a lot about the backstory of Aperture Science. And it’s clear that these two characters are integral parts of their respective games and how players experience them. Because the absence of any of the levity and wit they bring to their stories is sorely felt in Magnetic. But let’s get back to the endings you can get. First off, I just played the game once and looked up all the other endings on YouTube and I suggest you do the same if you intend to play this game, so if you want to do that, you can just stop reading now since I’ll be spoiling the endings. Though I don’t really recommend playing the game and there’s not that much to spoil either way. Now I can already disqualify four of the endings since they just end up unceremoniously killing you, which really isn’t worth playing the entire game from the top again. Four other endings have you exit the prison to live out the rest of your days with nothing much bookending the respective endings or the choices you’ve made to reach them. So in total, all these eight endings can be boiled down to two actual endings: one where you die and one where you get to leave the facility. It was at this point where I was really happy that I didn’t waste my time replaying the game 8 more times just to figure this out and I feel sorry for the poor bastards who did to upload the endings to YouTube. There is also a ninth ending that reveals that the warden who has been taunting you over the course of the game is actually a former inmate. One path allows you to exact revenge upon your tormentor and that’s the path the current warden has taken. As a consequence, you’re offered his job as a reward for getting him killed. Functionally, there’s not much of a difference to the endings where you leave the facility alive, since there’s no post-ending content where you get to play as the warden and the game just fades out the second you enter his office to take over his duties. So it's a twist that doesn’t really recontextualize anything and thus is entirely wasted. I have to wonder what the developers were thinking when they came up with the idea of these different endings and what point they should serve. As it stands, the story and setting are just too underdeveloped to justify the many endings you can reach, and it just smacks of hubris to think that players would feel satisfied after playing the same damn levels seven or eight times to get to see all these endings. Never mind the fact that the developers obstinately refused to put in a proper save system so you can’t even just reload the game at the appropriate choice moments to see all the endings in quick succession. Was it really too much to ask for a bit of quality-of-life improvement? Because after the first time through, you know all the solutions to the puzzles, so it’s not that there’s some added challenge to be found; you do it once to figure out the puzzles and the other seven times it’s just rote execution. Where’s the fun in that? Now I’d be lying if I were to tell you that I didn’t have fun with the game at all. The puzzles that are there are well-designed, and I liked the idea of using attraction and repulsion to propel myself through the levels and fly over hazards. But the game just wastes too much time between puzzles with the silly choices that don’t end up mattering as well as the lengthy transitions between levels. In the end I don’t recommend playing Magnetic: Cage Closed. Even among Portal-clones there are better games out there and this game does little to improve or deviate from the core formula and in fact removes quite a few things that made Portal great.
Difficulty : 0/5 (Extremely Easy) Global : 0/5 (Bad) One of the worst puzzle games.
Отрицательные отзывы совершенно незаслуженны. Весьма атмосферная игра, которая хоть и не имеет отсылок к Порталу, но несомненно является духовным последователем. Похоже устройство игры - есть вундервафля, есть заключённый, есть испытательные камеры и есть сюжетный твист в середине. Плюс куча выборов, которые ведут к разным концовкам. В момент каждого выбора можно свернуть игру Alt-Tab и сохранить файлы сохранения, чтобы потом не перепроходить всё сначала. Приемлемо удобно. Главное здесь - это атмосфера надзирателей - хорошего и плохого полицейских. Плохой тебя презирает и ненавидит, хороший - не сильно сочувствует, но и не лютует. Озвучка их просто шикарная. Короче, если хотите "вроде Портала" - это оно самое. Только помните, что всё, что "вроде портала" будет несомненно хуже Портала. Потому что в противном случае это Портал был бы "чем-то вроде Магнетик Кейдж", а не наоборот. Один аспект - головоломки довольно просты, и в этой игре (на мой взгляд) сложность происходит не от задачек, а от платформинга. Строго говоря, вся игра скорее платформер от первого лица, чем паззл. И поэтому здесь и есть ряд ачивок на спидран. Я их не стал выхрючивать, смирюсь с этим гештальтом.
[h1]Portal meets Shawshank[/h1] [b]Key features[/b] [list] [*]Portal vibes, [*]Choices matter moments, [*]You can fly (briefly) [/list] [b]Ominous Portal[/b] Generally I liked playing Magnetic CC. It follows exact the same Portal formula - series of chambers, where you must solve puzzles, get through lethal traps and do the same in other areas. https://steamcommunity.com/sharedfiles/filedetails/?id=3720093634 Here you also have only one gun - magnetic equipment to pull and push charred cubes, and in many other times - [u]pull and push yourself![/u] That was quite fun - multiple chambers are solved by propelling yourself above gas filled pits, timed ascends by spiked walls and even reckless pulls through fire nozzles. I can't say Magnetic is challenging, not after playing 10+ alike games. Everything here is strict, uses precisely what given within area, you just have to solve the correct sequence of moving cubes around. But, it was nice to beat speedrun trophies. Unlike Portal, Magnetic is set in dark prison, its total atmosphere is rather unwelcoming and untidy. There and here blood traces, hinting that some test subject didn't succeed. You won't repeat their path, right? [b]Story is... alright? [/b] There are many mid-game choices, which either lock you out from some chambers or decide your life/death situation. It's actually unusual to get this in a chamber puzzle game. Just imagine Portal with several endings... https://steamcommunity.com/sharedfiles/filedetails/?id=3721069547 [b]Certainly worth playing. But don't expect much.[/b]
It's Portal from Temu
Разрабам не хватило оригинальности, чтобы придумать головоломки, на основе тех механик, которые они же сами в игру ввели. Вместо этого вас ожидает трехчасовой паркур в довольно убогой физике с кривыми триггерами на все, что перезапускает уровень с начала. Сюжет и персонажи оказались довольно забавными, есть небольшая мотивация посмотреть больше концовок, но как только вспоминаешь, что надо заново паркурить, желание резко пропадает. Как итог: пройти конечно можно, но только для галочки и по хорошей скидке.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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