I really love physics puzzle video games. The general pattern for physics puzzlers is that you have a fairly small set of tools that alter some fundamental law, like gravity, and you use them to get to the other side of the room. The puzzles are quite separate from each other, and there is no metapuzzle. You walk into a chamber, you solve the puzzle, you walk out. None of this wondering if you’re did the puzzle wrong or it’s just a tree you walked in to, no metagame (I’m looking at you, The Witness. Either be a book of mazes or have a story, doing neither is annoying), just a puzzle to solve with a little reward pellet when you’re done. I have enough things in my day where it’s not even clear if I’m solving the correct problem, I don’t need that from my leisure activities.
The example you’re most likely to be familiar with is Portal.
But my favorite is Thomas Was Alone, a game about rectangles making friends.
Thomas Was Alone uses a couple of my favorite themes, including disparate people (rectangles) bonding together to solve a problem, and entwined moral and practical leveling up. The puzzle solving of using different rectangles to get them all where they need to go becomes a metaphor for social cooperation in really impressive ways. It is the first game I ever went through to get the collectibles not because I wanted the reward pellet from getting 100% completion, but just because I wanted to spend more time in the world. So you can imagine my excitement when I found out the creator, Tom Bithell, had a new game coming out, and by coming out I mean came out a year and a half ago and was in a Humble Bundle, because I am not super up on my video game releases.
Story wise, Volume is no Thomas Was Alone, and I think that’s true even accounting for the facts that I was playing during a truly awful week, and Thomas was Alone‘s story couldn’t have targeted me better if it tried. If you removed the story from both Volume is clearly the better the game, but part of what made Thomas Was Alone work was the superb integration between story and mechanics, so that’s not really fair.
But Volume‘s gameplay is excellent. You play a thief playing a AI-driven simulation of stealing (but are also actually stealing? To be honest I wasn’t paying attention. Oh, apparently you’re simulating it to show other people how to steal and then they do? That explains the moralizing at the end) from people who totally deserve it. If you filmed the results it would look a lot like a wireframe of a Bugs Bunny Cartoons. Guards can only see in a very prescribed area, so often the best thing to do walk directly behind them. If you enter their line of sight they will chase you, but if you leave it for long enough they will give up, which led to a couple of really entertaining chases where I ran around columns perfectly opposite them until they gave up. The game pokes fun at the simplifications it made- “I didn’t have the money to illustrate a bunch of objects so just pretend each of these identical gems is something different”, “Yes, transporters are impossible, but stairs are hard to code please just go with it.”
You’re given a variety of tools to manipulate the guards, like a bugle to create sound far away from you, and a way to generate a ghost of you running away so the guards will chase it (this one is a mixed blessing because it makes the guards more vigilant). The tools vary dramatically in entertainment value: I found the stun gun was no fun at all, because it removed the need for planning. Encounter a problem? Shoot it. It doesn’t even take that long to recharge. But the stunning tripwire was fantastic. Figuring out where to place it so you have as much time to run past the guard to your goal as possible and then lure them to it without getting shot is hard.
Like Thomas Was Alone and unlike every other puzzle game I’ve ever played, I completed Volume without once looking at a walkthrough. For Thomas this was pretty clearly because the puzzles were easy; for Volume I think it’s at least partly really excellent design. I didn’t know how to solve everything right away, but I always had more ideas of things to try. None of this staring at a brick wall wondering what the hell I’m supposed to do (I’m looking at you Fez).
If I had one complaint about Volume that wasn’t about the lack of the magic of friendship, it would be that you don’t get enough time with any one mechanic. I wish the game had had more confidence that the puzzles were fun and it didn’t need to keep feeding me novelty. Luckily there is an ecosystem of user-made levels that I can only assume solves this exact problem.
So I heartily recommend Volume. While I’m at it, if you like this type of game you’ll probably love Swapper, which might be more fun mechanically than even Portal and has narrative/mechanic integration to rival Thomas Was Alone, although this time the narrative is about watching your body die horribly over and over again, which is somewhat easier to represent in gameplay. And for people like me who will enjoy even mid-tier representatives of the genre, Q.U.B.E is totally adequate.