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This is a game that you can easily jump into for 10 minutes to solve one or two puzzles. The levels fall perfectly into the ‘pick up and play’ category of VR. There were several moments where I became almost possessed by Cubism, falling into a flow state where I just had to keep going until I found the right combination. It’s this simplicity that is key to why the game works so well - you feel like you’re always about to make a breakthrough, even if you won’t actually solve the puzzle for another 10 minutes. There is nothing complex about the method of solving the levels - if you can just place the pieces in the right position, you’ve beat the level. The concept of Cubism is so simple and never changes, so the solution always feels just moments away. For a puzzle game (and as someone who usually has a fairly low tolerance for them), it’s an incredible achievement. It never comes to the point where you want to rip off the headset and give up. Depending on how fast you are at solving the puzzles, your play time might vary.īut as the levels get harder, they don’t get more frustrating, which is crucial. For some of them, I spent what felt like 20 or 30 minutes just trying out different combinations - I couldn’t tell you the exact time it took, because I became so mesmerized and lost in the game. The campaign won’t last you hours upon hours, but the later levels definitely start taking considerably longer to solve. I was convinced that the difficultly ceiling couldn’t be that high for a concept so simple, but I was very wrong. As you progress through each section, the overall difficulty gradually increases as well. The first few levels of each section ease you in, but the last two or three are always much harder. They start as flat shapes, then progress to folds, then pyramids, then a 3×3 cube and so on, each getting increasingly more complex. The levels are split into different sections, each focusing on a different shape type or theme as the basis for the wireframe. And trust me, it’s a lot more engaging, and more difficult, than you might expect. While the core gameplay is the same as that demo (excluding hand tracking support, which isn’t available at launch), the real meat of the game comes in the later levels. The demo was great fun at the time, but in many ways might have sold Cubism a bit short. A small demo of the game was available on SideQuest last year, with controller-free hand tracking support added when the feature was still in beta and very few other games supported it. If you’ve heard of Cubism before, it’s probably in relation to controller-free hand tracking. All you have to do is fit the blocks into the wireframe, making sure every space is covered, nothing sticks out of the frame and every block is used. The basic premise of Cubism is as simple as it gets: you are presented with a wireframe of a 3D shape and several smaller blocks in varying (and sometimes odd) shapes. But do its pieces fit together to form a perfect shape? Here’s our review of Cubism, available for Oculus Quest and PC VR. In classic puzzle game form, Cubism is simple to understand but increasingly hard to master.