Magnetic: Cage Closed
Top Critic Average
Magnetic: Cage Closed's multiple story branches and wildly chaotic magnetic gameplay certainly sets it apart from others in the genre. All of the puzzles follow a similar structure which can become a little repetitive, but there are occasionally some decent challenges to help keep players interested. There are a couple of gripes towards the games mechanics but the charming writing style and 9 endings give it a great depth.
The simple and easy to grasp control system of the game made for smooth gameplay
All in all, the game is a novel way to pass an afternoon but is unlikely to have you clamouring for more.
The many unique twists of Magnetic: Cage Closed do so much to set it apart from the other first person physics puzzlers that have tried to dethrone the genre mainstay. Its carefully constructed puzzles, accompanied by clever world building, make it intriguing and sophisticated, but never to the point of pretention.
Enjoyable and challenging for the first playthrough; yet suffers terribly when trying to explore the branching storyline.
Magnetic has potential, but fails to reach it due to how hard it tries to be Portal. If it had tried to focus ion its own gameplay and kept it as pure as Portal, they might have had something special. As of now, it exists, and that's all that can really be said about it.
Magnetic steps just enough outside of Portal's shadow.
Puzzlers exist in an interesting genre. From Tetris to Bookworm to Angry Birds to The Talos Principle, they all add unique dashes of panache to the classic game type. Portal made a seismic impact onto the puzzle platformer subgroup, proving that teasing the mind's critical thinking quality could be just as commercially viable as the usual "action" release. Magnetic stands as one of the more blatant attempts at recapturing that magic, even down to story lines. I don't necessarily dislike the basic idea here, nor do I think it's exponentially inferior to Portal's gimmick. Electromagnetism is one of the four forces of nature, and the magnetic field could play host to a great number of interesting gameplay possibilities. The problem is that the puzzles don't consistently deliver the complexity needed for them to be considered challenging. After completing the first several events and learning all the tools of the trade, identifying the test elements and stringing together the solution in one's head takes just a minute or two. Primarily, the challenge comes from simply executing the steps, being careful not to fall and get burned, hacked, or gassed to death. Magnetic works best as a platformer, which may be disappointing for those who wanted intermediate to advanced puzzling.
[I]t's more like Cube Zero than Cube: it's fun if you like that sort of thing, but if this was all you saw you wouldn't be that interested.