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F86M: Irregular gaming thoughts and playthroughs while diving through a rather large backlog.
- Ois
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Cubium Dreams |
Igrodelsky - @IGRODELSKY |
written by Ois |
Igrodelsky's Cubium Dreams was picked up in a bundle long ago. It is very shot, rather abstract, and a little lacking.
Kick up those legs, time to figure out some puzzles.
Honestly, there's not a lot to really say about this one. It is a minimalist first person puzzle game with some broken Russian to English story and text throughout. From what I could figure out, you are stuck in your dream and have to live through the experience to progress or wake up.
There are clues in the game as to why this is happening, but the imperfect English and grammar make it all rather meaningless.
Starting out in your room, you zoom through your window back into your dream room. Everything is flat and muted, though a golden light shines in at you and a red cube is found to your right.
Clicking and dragging the cube enables you to pick it up and move it. A glowing spot on your left is the target. Placing it here activates a chime sound and a new cube appears. Repeat this for the second cube and you get a third cube, but no light. Instead there is a door.
The next room is all tinted red. Activating an item here and you move deeper into the dream. Here exists the teddy bear. One absolutely terrifying teddy bear.
But you can't die. There's no actual jump scare. And shortly afterwards the fear of the thing is gone. But how it walks to the player caused horripilation all over my arms and my neck to shiver. This basic simple little game should not be doing that. 10 points.
From here you move to rooms of various sizes. And with the larger space you are in the movement starts to feel weird. I tweeted that it is feels slightly exaggerated, as if the player is kicking their legs out to the side or up to their chin. But there is a little sliding motion to it as well that I know would give some people motion sickness.
All the rooms made up of cubes and 90' angles. Using minimalism and the cubes to better effect than some indie titles as there's not so much a maze as there is a few paths to take to get to the next location. There's very little threat in these rooms, and the enemies that can kill you just cause a respawn. While frustrating, the level checkpoints mean there is very little to cover again if you do respawn.
The only round objects I really came across are the various light globules/particles/streams. For the most part light is a sign that you have done something right, part of waking up from the gloomy black darkness of sleep. The final rooms are full of colour, only to have the game suddenly end.
There are two "episodes" to this game, and the abrupt ending makes me feel like more was or is planned. Which I would not mind, along with the ability to start at a particular level once finished.
And that's it really. It entertained me for an hour. Has some nice dreamy music on the verge of something hostile out on the horizon. An gave me 5 seconds of absolute terror from a plush blocky ursine.
If the game was longer, had the translation improved, and walking was not so off putting then I'd be more inclined to give it a buy vote. As it stands, it is hard to really recommend unless you love minimalist indie titles.
THOUGHTS AND DISCLAIMERS |
Game Acquisition: On Sale (Bundle Stars).
Platform Used: Steam
Tweet Threads: 1 - 18 September 2016
PC Used: Scorptec Venom 2009 MK2
MINIMUM SYSTEM REQUIREMENTS |
OS: Windows 7/8/10
Processor: dual core 1.5 GHz
Memory: 2 GB RAM
Graphics: 512 mb video memory
Storage: 200 MB available space
ABOUT |
F86M: Irregular gaming thoughts and playthroughs while diving through a rather large backlog.
- Ois
FIND US HERE |
DONATE |