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I just finished the game this morning, and condensing my thoughts on the game down to one word came out to be "Tedious". After finishing most of the puzzles, instead of feeling a sense of accomplishment I felt a relief that it was over. Up until I started the next puzzle, and after taking a look at it, I would just groan.

The mechanics of this game are complex with little depth. With so many interactions and physics within a room, it becomes very difficult to visualize a solution to many of the puzzles. You simply have to tinker with everything endlessly until you end up where you need to go. After reaching an exit to a room, I sometimes ask myself, "Was that how I was supposed to do it?"

I didn't have a problem with how the magnetism works different in this game than it does in real life. In the game, opposites repel instead of attract. What does bother me, however, is that the theme of magnetism and puzzles have nothing to do with the story. A crazy cultist is trying to summon Cthulu, and I have to solve a series of carefully laid out puzzles to stop him. It doesn't make much sense.

All in all, I don't think this is a very bad game; but I don't think it's a very good one either. I'm sure some people will be happy just to solve some puzzles, and others might like the Cthulu elements. Although, if you're looking for good puzzles and maybe a story driven reason to do them, I'd give Magrunner a pass.
Post edited November 23, 2014 by evanfolman
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evanfolman: I just finished the game this morning, and condensing my thoughts on the game down to one word came out to be "Tedious". After finishing most of the puzzles, instead of feeling a sense of accomplishment I felt a relief that it was over. Up until I started the next puzzle, and after taking a look at it, I would just groan.

...

All in all, I don't think this is a very bad game; but I don't think it's a very good one either. I'm sure some people will be happy just to solve some puzzles, and others might like the Cthulu elements. Although, if you're looking for good puzzles and maybe a story driven reason to do them, I'd give Magrunner a pass.
I'm with you, I'm in the level "To Beyond" where the magnetism gives pass to the monster, and those "puzzle" are just dumb, get close to the door for the monster destroy it AND try to don't die... as you don't has enough time, repeat the operation N times doing the same. Got my nerves, not sure if its worth to finish it.

And when the mirrors puzzles were introduced, the example make me think was another thing, took me 20 mins to figure was talking about the laser/magnet uses. And even the magnets rules don't seem to be very loyal as suddenly the things moves different.

Although I only have the experience from Portal and very old puzzles games, I'll be reserved saying there are better puzzles games, but honestly Magrunner are 2 stars, hardly 3.


EDIT: OK, take away my words from the monster, the doors can be destroyed by them or be affected by the magnets beams. But was never clear, like the mirrors, is still a big sin from design.
Post edited February 02, 2015 by Belsirk