Magnetic: Cage Closed Collector's Edition Key
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About Magnetic: Cage Closed Collector's Edition Key
I went into Magnetic: Cage Closed hoping it would scratch that first-person physics-puzzler itch that Portal left behind, and it does - partially, intermittently, and with enough friction to remind you this started life as a student project. You play as a nameless female prisoner in Facility 7, a dystopian panopticon run by Warden Keene, who narrates your suffering over an intercom in a way that consciously echoes GLaDOS but lacks anything close to her wit or menace. The premise - solve rooms or die, escape if you can - is functional enough to keep you moving forward, and the nine branching endings built around moral "choice cubes" add a structural idea that genuinely differentiates it from its obvious inspiration. Those choices are mostly blunt moral dilemmas: send a fellow prisoner to their death or spare them, press a button or don't. They rarely feel weighty, but the existence of nine possible conclusions gives the short runtime a reason to exist beyond a single sitting. The Magnet Gun is the whole show mechanically, and it has moments of genuine cleverness. You can switch between attract and repel polarities, dial power up or down across three settings, and use the physics of heavier objects to slingshot yourself across platforms and magnetic pads. When it clicks - when you figure out that firing repel at a beam to rotate it while simultaneously pulling a cube onto a pressure plate is actually the solution - the game briefly glows. The problem is that the gun's physics also work against you. Magnetic kickback from heavy objects can send you careening off narrow platforms into chlorine gas below, and mid-puzzle checkpoints are sparse enough that a single mistimed jump means replaying long stretches. The early rooms are straightforward to the point of dullness for anyone who has spent time with Portal; the back half spikes in difficulty, but mostly because of imprecision rather than clever design. Visually and aurally, the game has a grim, industrial character that some will find atmospheric and others will find oppressive in the wrong way. The prison corridors are dark and utilitarian - fitting for Facility 7, less fitting for a game that asks you to spend four to seven hours inside them. The soundtrack, to its credit, fits the mood without demanding attention, sitting just behind the action the way ambient sound should. Voice acting is uneven; Warden Keene has moments but feels written thinner than the concept deserves, and the silent protagonist gives you nothing to anchor to emotionally. Where Magnetic: Cage Closed earns genuine credit is in its honesty. Guru Games never pretended they were making something other than Portal-meets-The-Cube, and within that narrow ambition there is a playable, occasionally satisfying puzzle game with a branching structure that casual genre fans will appreciate at the right price point. The replayability of chasing all nine endings is real in theory, though in practice replaying identical puzzle rooms to reach a new branching moment wears thin faster than the developers probably hoped. For a first commercial effort, it shows craft and ambition even where execution stumbles. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 64 Bit Service Pack 1, Windows 8 64 Bit, Windows 8.1 64 Bit
- Memory
- 4 GB RAM
- DirectX
- Version 9.0
- Storage
- 5 GB available space
- Graphics
- NVIDIA GeForce GTX 460 or AMD Radeon HD5850 (1 GB vram)
- Processor
- 2.6 GHz Intel® Core™ i5-750 or 3.2 GHz AMD Phenom™ II X4 955
- Additional Notes
- Mouse with scroll wheel suggested for a smoother gameplay experience. Supports Xbox 360 compatible controllers
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Game Info
- Developer
- Guru Games
- Publisher
- Good Shepherd Entertainment
- Release Date
- May 26, 2015
