Quantum Conundrum's Kim Swift gives us some cold, hard fluff
Posted by Joystiq Feb 15 2012 14:00 GMT in Square Enix
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It's Saturday morning. You have a giant bowl of sugar-coated cereal, the comfiest slippers on your feet, and an entire day to spend watching talkative cartoon animals get comically mutilated in some of the most sadistic ways known to man. Quantum Conundrum is kind of like that -- sweet and fun, but with an inherent and surprising darkness, creative director Kim Swift told Joystiq in an exclusive interview.

"It has this very cartoony, dynamic feel to it with the gameplay," Swift said. "Tonality-wise, it came naturally that this game be slightly more lighthearted, slightly more on the slapstick, Looney Toons kind of a feel. But even Looney Toons has a darker element to it -- you're looking at these cartoon characters getting squished and all that stuff, so it's definitely not like we're watching PBS on a Saturday morning. More like Cartoon Network on a Saturday morning."

Swift, known for her work on Portal and its student-project predecessor, Narbacular Drop, has been developing Quantum Conundrum for Airtight Games since 2009. While the title features the same first-person physics puzzle-style of her previous work, Swift said Quantum Conundrum operates in a completely separate universe and has a starkly different feel than anything she's done.

"With Quantum Conundrum, we're a little bit more slapstick and off the wall than Portal," Swift said. "And Narbacular Drop is Narbacular Drop."

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