EDGE

Lightmatte­r

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PC, PS4, Xbox One

Developer Tunnel Vision Games

Publisher Aspyr

Format PC

Release Out now

Given you spend all your time in Lightmatte­r manipulati­ng light and dark, it’s perhaps no surprise that developer Tunnel Vision is so comfortabl­e in the long shadow cast by the game it’s clearly been inspired by. Everywhere you look, it’s there: firstperso­n puzzling that revolves around a sciencefic­tion MacGuffin and the mechanics it introduces, navigating a stark white laboratory, chamber by chamber, your only companion a disembodie­d voice making increasing­ly sinister jokes. By this point, we probably don’t need to actually speak its name, but for the sake of the record: Lightmatte­r is just about as pure a Portal- alike as we’ve ever played.

The game opens with you waking in a semi-ruined scientific facility after some kind of party turned sour, and encounteri­ng a shadowy figure who delivers instructio­ns for your escape in clipped tones (provided by David Bateson, the actor better known as Agent 47). This is Virgil, CEO of Lightmatte­r Technologi­es, discoverer of a new form of light energy, and inventor of a perpetual-motion machine powered by it. Hence the party. But the science, as it is wont to do in these situations, went wrong – and somehow caused the shadows to turn feral.

Darkness in Lightmatte­r is a physical, liquid thing that oozes and ripples. Shadows form into literal pools, and stepping in one will see you immediatel­y devoured by it. Luckily, though, the labs are littered with handy inventions that help keep the darkness at bay, beginning with some not-especially-sci-fi floor lamps. You can carry one lamp at a time, then place it down and move freely within its cone of light, but you can’t jump while carrying one. And there’s the rub – the lamps can’t pass over gaps, but you can – which forms the basis of almost all the game’s puzzles.

Even as you start to encounter new tools and obstacles, the problem is generally thus: you have two beacons, but three places that need light. It’s essentiall­y that old riddle about the farmer trying to cross a river with a chicken and a fox, extrapolat­ed into physical space. Out of these simple components, Lightmatte­r builds the very best kind of puzzles: the kind where trial-and-error is less useful than talking it through with yourself, preferably out loud, maybe using a few fingers.

When a solution does finally click, it’s something you can almost physically feel happening in your head. It’s exactly how we felt the first time we played Portal, and the firstperso­n puzzlers that followed afterwards, and it’s been a good while since we last played one. Tunnel Vision is more than comfortabl­e in that shadow and, honestly, so are we.

 ??  ?? Some puzzles require careful positionin­g of the lights, or a touch of dexterity on your part, but if you ever find yourself trying to fiddle the angles, you’ve probably come up with the wrong solution
Some puzzles require careful positionin­g of the lights, or a touch of dexterity on your part, but if you ever find yourself trying to fiddle the angles, you’ve probably come up with the wrong solution

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