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Polygon (Aug 18, 2015)
Volume features a level-creation tool that I played with too briefly to critique, but it's likely to spawn many more maps, many more patrols and patterns. I'm looking forward to playing the best of them. Bithell's sophomore effort is a lovely thing made up of spellbinding puzzles that demand the player's attention. Its beauty, wit and intelligence are nicely offset by its quiet anger.
Game Informer Magazine (Aug 18, 2015)
As I finished the final level, a strange combination of feelings washed over me – a sense of accomplishment that I had overcome all of the challenges Bithell Games had laid before me, but also a sense of disappointment that the main story was over. Volume’s story levels are designed with the same care that players must use when playing, and I enjoyed the experience from start to finish. With true stealth games a rare breed today, Volume stands as a declaration that the formula can still work.
IGN (Aug 18, 2015)
Volume may suffer from a few issues of poorly designed AI and easily exploited level design, but I still found a great number of challenging rooms with an intriguing story to match, and plenty of room to master. The added bonus of being able to show how to complete a room by livestreaming a game about streaming how to complete a room… is just icing on the meta cake.
GameSpot (Aug 18, 2015)
But when you're able to avoid the barrier the overarching narrative creates, Volume flows from one level to the next with the aptitude of a great stealth game, and the inventiveness of a clever puzzle title. It stumbles when trying to tell a story, but excels at communicating phenomenal mechanics.
PC Gamer (Aug 18, 2015)
Still, I’m sure players will make some cool stuff with it, however tedious it is to use right now. I think 100 levels was enough for me, though. There’s some interesting stuff to play with near the end of Volume—including some unique teleporter puzzles—but for the most part I’ve done it all already. I’ve thrown noisemakers, avoided vision cones, and dodged lasers—plenty of them, in plenty of other games. Volume is beautiful (and the triangle explosions are very neat), but I didn't fall in love with its world, so I don't feel any strong desire to crouch-walk around any more of its corners.
4Players.de (Aug 21, 2015)
Seltsam: Da erschafft Mike Bithell schnelle Stealth-Action, die vor allem im Wettstreit um Punkte für eine weltweite Rangliste spannend sein könnte. Er übersieht aber wichtige Eckpfeiler, die aus seinem guten Ansatz auch ein gutes Spiel machen. Das schäbige Ausnutzen der Rücksetzpunkte hätte er unterbinden müssen oder zumindest mit Punktabzug bestrafen, das Entdecktwerden ebenfalls. Derzeit ist es jedenfalls viel zu einfach, sich flink an den Wachen vorbei zu mogeln – auch deshalb geht Volume nach 20 kurzen von hundert Herausforderungen schon die Puste aus. Die stilvolle Gestaltung, das schnelle Erstellen eigener Level sowie der flotte Rhythmus sind immer wieder eine Runde wert. Wie in Thomas Was Alone erzählt Bithell zudem eine clevere Geschichte. Ein gutes Spiel steckt aber nicht dahinter.
Rock, Paper, Shotgun (Aug 18, 2015)
I felt it was too long for too long's sake as well, including falling into the Assassin's Creed trap of being frontloaded with an egregious amount of tutorial. I wish it had given me all the gadgets earlier, let choose and let me experiment, let me learn what does and doesn't work where rather than be drip fed and stutter through its more mechanical early missions. In many of the later ones, bigger and more multi-path, I was reacting instinctively, taking risks and having them pay off, finding a groove. There was flow and joyfulness. The good game at the heart of all the frequently irritating bluster and padding shines through.