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Destructoid review: Crush

2:36 PM on 06.23.2007   |   Aaron Linde

Destructoid review: Crush photo

After getting my hands on Super Paper Mario, I started seeing 2D platformers differently, in that hey, I wonder what's behind that-there pile of blocks sort of way. I imagine I'm not the only one. Now that gamers raised on X and Y only are the ones making games, it's likely that we'll see a lot of screwing with 2D vs 3D in games to come, and Crush is the latest in that progression.

You might remember me crapping my pants over the first videos of Crush released about five months ago -- I am pleased to report that the pants-crapping was merited, indeed. If you've been considering the purchase of a PSP and looking for that one game to knock you off the fence, this may very well be it.

Hit the jump for more. 

Despite my best efforts (those efforts being wishing really hard), the PSP doesn't yet have the most compelling library -- at least, not so much compared to its competitor, Nintendo's immortal DS Lite. It's difficult  to explain why I love my PSP without saying anything that violates my warranty -- in the entirety of my library, only four PSP games aren't ports. This isn't to say that the games that are ports are bad or anything -- games like Power Stone and Street Fighter Alpha 3 fit quite well on my little misbegotten handheld. As for original killer apps, though, it's a bit sparse. Things are changing, though -- had I not been so foolhardy to buy a PSP at launch, Crush would've been the game to get me on board. 

Unlike many DS games and a handful of standout PSP titles (Metal Gear Solid: Portable Ops being one of them), Crush doesn't do anything that is particular to or representative of the platform it represents -- indeed, Crush could exist on any system, console or handheld alike. Where Crush succeeds, it does so due to its standout concept game play, art direction, and challenge. It's a puzzler the likes of which I've never played before.

Crush is all about Danny, an insomniac who carries a heavy burden of memories from his past. His aversion to traditional medicine leads him to Dr. Reuben, a mad scientist with an invention that might help Danny: a hypnosis-inducing helmet called C.R.U.S.H. In this state, Danny is to get his mind straightened out by working his way through dimension-bending puzzles, which if you think about it, is just like psychiatry as we know it today. Story of any sort seems parenthetical to the experience as a whole -- puzzlers rarely need 'em, after all -- but it certainly adds to the game. Cutscenes are illustrated in Crush's distinctive art style and shuffle Danny's saga along while the player negotiates the hazards of his cluttered mind. 

In a lot of ways, Crush operates like a traditional, severely limited platformer. Levels, 40 in all, take place in one of four "theme" tilesets like the inner city and the seaside, with appropriate music and atmosphere to complete the picture. These levels operate as platforms suspended in the air built out of sharp, angular blocks that create the landscape that Danny must negotiate to clear his head. Danny can walk, run, and jump short distances, but that won't get him very far -- to advance, the player must "crush" the level's three dimensions, creating 2D from 3D. This part's complicated, so I'm going to dedicate another paragraph to it. I'll see you there.

Hi, glad you made it. Anyhow, movement of the camera -- not a fluid, smooth movement, but a strict and segmented selection of camera angles -- is paramount to the game flow of Crush, as the camera's angle on the action determines how the level will be "crushed". So, here's an example: let's say you're standing on a platform, and way in the distance -- away from the camera's perspective -- is an item to be collected. The item sits atop a plot of ground that has no connecting bridges, no obvious means of approach, but it is level with the platform you're currently standing on. By crushing, the world is made 2D and the two platforms become the same straight line across the screen. By moving to the item's location and uncrushing, Danny finds himself on the same distant platform -- this is the heart of Crush's gameplay.

It sounds complicated, and it can be -- at first. But after a few levels of Crush having its way with your puny, puny mind, you'll begin to see level structure in a whole different way. Through your time with the game you'll be introduced to a series of new mechanics of gameplay, but they're pretty quickly assimilated and and always (always) give crushing front seat in the flow of things. Gears can be operated when crushed into alignment, and massive, hulking bugs can be dealt with by crushing them against impassable blocks. Once you get the basic formula down, you'll be good to go. 
 
But I don't mean for a moment to suggest that Crush isn't challenging. Some of the game's later stages will have you pulling your hair out, but in that really good, "there's no way I'm this stupid" sort of way. This sets it apart from many other puzzle and adventure games -- Crush is never unfair, and it never pulls any dirty tricks on the player to artificially inflate difficulty or length of play. In the event that a puzzle proves simply too challenging to tackle on your own, a hint system -- activated by a quick tap of the triangle button -- will gently nudge you in the right direction, complete with a camera cue. It's a guiding hand that will keep frustration to a minimum for most, and save your PSP from sudden and angry defenestration for others (me). The level designs, meanwhile, take full advantage of the gimmicks at work and are pretty damn brilliant at times.
 
The game is visually striking but suffers from a pretty common drop in frame-rate, and once you get accustomed to the general layout scheme, the ten levels within each of the four themes pretty much all feel like the same level, barring some pretty intense structural variety -- the clock tower stage is one of the coolest level designs I've seen in recent years. I wonder, also, why this game necessarily had to appear on the PSP -- again, I'm not at all opposed to the platform getting some truly A-list titles, but I get the sinking feeling that this game is going to be a sacrifice to the PSP's somewhat niche audience instead of getting the attention it deserves. Also, a game as ambitious as Crush might've been better realized on a platform capable of really doing the game justice. But then, I'm so enamored with Crush that I want to see it on PS2, XBLA, PS3 -- hell, put it on mobile phones, I don't care. So long as everybody gets a chance to play it.
 
If you've got yourself a PSP, run (do not walk) to your nearest retailer of choice and pick up a copy. It's rare that a game as ambitious as Crush achieves what it set out to do, and the developers at Zoë Mode ought to be showered in cash and virgins for pulling it off. Picking up where Super Paper Mario left off, Crush provides a stage upon which careful reexamination of the conventions of gaming is possible; it's just about the most rewarding experience yet available on the PSP. Don't miss it for nothin'. 
 
Verdict: Buy it!
Final Score: 9/10
 
 








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17 comments | showing # 1 to 17
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twesterm's Avatar - Comment posted on 06/23/2007 14:35
twesterm
I've been eying this since it was announced but no plans of getting a PSP. Maybe at least the rumor of it coming to other systems with a level editor will at least be true.
BahamutZero's Avatar - Comment posted on 06/23/2007 14:35
BahamutZero
wow! great review. couple o questions: are either the tactics remake or joan of arc out yet? are there plans in the works for a psp redesign? I think this might be my next console purchase, esp now that I heard they "unlocked" the cpu or something
Aaron Linde's Avatar - Comment posted on 06/23/2007 14:40
Aaron Linde
Bahamut, Jeanne d'Arc is out in August, and Tactics -- while it's out in Japan -- hits US shores in October.

Expect to see the PSP Slim (or whatever it's gonna be called) at E3, like the rest of us do. Heh.
Darren Nakamura's Avatar - Comment posted on 06/23/2007 14:41
Darren Nakamura
With this now and Ratchet: Size Matters, I'm actually planning on getting a PSP soon. I just need some monies.
mmorris's Avatar - Comment posted on 06/23/2007 14:42
mmorris
it will be perfect once the PSP Brite comes out!
Bob Muir's Avatar - Comment posted on 06/23/2007 14:47
Bob Muir
Argh, with this, Metal Gear Solid: Portable Ops, Castlevania: Dracula X Collection, and a few other games, I may have to finally crack and buy a PSP. That is, whenever that redesign hits.
TheBrain's Avatar - Comment posted on 06/23/2007 14:50
TheBrain
I definitely want this game. Only problem that I have is that the game looks kind of dark and drab. Seems like it could benefit from a brighter color scheme. I'll still get it though, whenever I get a PSP that is...whenever that is.
gomeja's Avatar - Comment posted on 06/23/2007 15:10
gomeja
Loved this game, felt a bit short though. Most levels take under 10-20mins to beat, but the really frustrating ones took me nearly an hour to figure out.
gomeja's Avatar - Comment posted on 06/23/2007 16:11
gomeja
@sunami88

Crush isn't a two-year-old game that's already been released for three other platforms.
AndyCat's Avatar - Comment posted on 06/23/2007 16:22
AndyCat
Awesome game
Aaron Linde's Avatar - Comment posted on 06/23/2007 17:08
Aaron Linde
Sunami, I could play that game ten times over and it doesn't change the fact that, with the exception of the Wiimote aiming, RE4WE is a straight port. Moreover, Rev and I both loved the Wiimote additions, so much so that we wished they did more to upgrade the game for the new control scheme, but they stopped short of excellence. I finished RE4 Wii Edition in two days; it's a short game and can be beaten in even less time than that.

Meanwhile, I only got around to buying Crush last week, and when you're as spatially retarded as I am, it takes a little more time to digest.

Some of you take review scores entirely too seriously. 7.5 is not a bad score, not in the least. I'll repeat this, because apparently it bears repeating: we use the entirety of the review scale, not just 6.5-10 like most reviewers.
Nick Chester's Avatar - Comment posted on 06/23/2007 18:14
Nick Chester
OMG THIS REVIEW IS BROKEN RESIDENT EVIL 4 IS BETTER.
Imako's Avatar - Comment posted on 06/23/2007 19:48
Imako
I can wait for a XBLA port.
Imako's Avatar - Comment posted on 06/23/2007 19:48
Imako
I can wait for a XBLA port.
he1ixx's Avatar - Comment posted on 06/23/2007 20:06
he1ixx
i bought crush when it was released. i'm a recent psp convert and have been pretty impressed by the games i've snagged for it (crush, pq2, mgs:po, monster hunter freedom (from gamefly -- i can't find an actual, buyable copy but it doesn't matter, mh2 comes out in a month or so), ratchet and clank, daxter, loco roco --- all of these are solid-to-excellent titles and some can be found *very* cheap used.

i just started re4 for the wii. i had never made it through the ps2 version so i'm having some fun with it. i like the wiimote control scheme a lot.

good crush review, though. i agree with it 100%. crush is a must-buy for the psp, no doubt.
bleep's Avatar - Comment posted on 06/23/2007 20:29
bleep
This looks really cool, too bad I don't have a a PSP...
maybe they will port it to the wii?
Copyright 2008 Agent Chieftain's Avatar - Comment posted on 07/02/2007 15:07
Copyright 2008 Agent Chieftain
Most people are stealing it off of the internet rather than buy it. Even with a downgraded PSP, I'm gonna wait for the moneys and buy it.
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