CRUSH3D (Nintendo 3DS) - Review by Andrew

7.3

Introduction

Crush was originally released for the PSP way back in 2007 and while it did reasonably well with the critics it was hardly embraced by handheld gamers. It was though, highly original and an engaging puzzler which successfully blurred the lines between 2D and 3D. Clearly something like this seems perfectly suited to a console that could display both types of visuals with little effort. I'm sure you know where we are going with this but we're certain that it didn't take a great deal of thought or discussion for SEGA to develop a 3DS version but just how does this original puzzler play on the new handheld.

Gameplay

Crush places you in the role of Danny: a boy with a fair bit on his mind which is convenient as that's exactly what the rather unhinged Doctor Ruben requires for his latest project. Fascinated with the unconscious mind the Doc has developed a machine to allow users to unlock the minds deepest puzzles in a three-dimensional physical world. Confused? You should be. What this translates into gameplay wise is a series of Escher inspired landscapes with the main object being to simply escape. At least it seems that straightforward at first and the only way to reach the exit is to constantly manipulate the surrounds in an effort to make them useful. This is where your 'Crush' ability comes into play and by stomping on the ground you can alter the various platforms from 3D to 2D and vice versa. From above, this will flatten walkways that had been previously inaccessibly whilst a side view may allow you to climb a newly revealed ladder or hitch a ride on a moving platform.

In addition to working out your route there's also a handful of collectables to locate some of which are essential for success. There's a book of 'memories', a gold cup and a series of marbles of varying value. It's these marbles, which must be picked up, and without them the pothole to the next level will remain closed. As soon as you do manage to get the hang of this 3D world the game will quickly introduce a new element such as giant bugs, moveable boulders and even pressure switches which can be annoying. Fortunately there's a help button, which you'll be reaching for far more than you will have imagined when you first began the game. This does give you a less than perfect rating when the level ends, but you'll be so thankful you actually got through it, you're unlikely to care.

Controls

The control system here is quite complicated and even when you're onto the second world, you'll still be having problems selecting the correct controls to move Danny or alter the levels perspective. Fortunately, all of this isn't detrimental to your health and you can make a great deal of mistakes without falling to your death and having to restart the level from the beginning. By the time it really matters though, you should know what you are doing thanks to the various tutorials dotted about the game, which are activated whenever a new objective is introduced.

Graphics

If you've come to this after playing Super Mario 3D Land then you are likely to be somewhat disappointed and the visuals on display here aren't nearly as pretty as those which appeared on the PSP version almost five years ago. This isn't as much of a problem as you'd expect and as with most puzzlers the graphics main role is to offer some much needed clarity to the problem solving and not to dazzle the gamer. The highlight for us was the various 'Memories' you collect throughout the game. These end up in the gallery giving gamers a real insight into the making of Crush from early levels and concepts designs to the final product.

Sound

There is a soundtrack here but it's completely overwhelmed by the sound effects and it's probably been composed in a low key manor for that very reason. Let's face it, the soundtrack may be important in your latest Zelda epic adventure but in puzzlers it’s generally forgettable. Frustratingly, there's no dialogue, which is a real shame as some of the banter between the Doc and Danny is quite humorous and really should be heard.

Dual screen

As with many new 3DS titles, the touch-screen, camera and microphone aren't used at all. Never mind eh?

Special features

It's the 3D which is the genuine star of the show here and the effect works very well especially in the 'level previews' that aim to show you where all the hidden collectables are before you attempt to figure out how to actually get them. The new cut-screens are also entertaining playing out like a multi-layered comic book, which is something of an improvement from the bland presentation of the PSP version. There's also a StreetPass feature but this simply rewards you with coins in order to buy more dressing gowns. A stylish addition to the levels should you bump into anyone else who's actually playing this game anytime soon.

Final comments

Crush 3D starts out with so much promise and feels like it was always destined to be enjoyed on a 3D console. It's certainly original and you'll initially feel a great deal of satisfaction as you survey the levels and slowly move around them picking up bonus items, memories and the marbles. Sadly, all of this is short lived and before you even enter the second world you'll be struggling to complete the level relying on simple trail and error to reach the exit. On the plus side this will last you a long time (should you complete it) and there's no denying just how clever and original the whole concept is. In the end though all of this may just be a little too clever for your average gamer, which of course, usually translates into pure frustration.

Pro: Perfectly Suited to the 3DS, Very Challenging, Great Gallery.
Con: Becomes Difficult Very Quickly, Minimal Presentation.
Final score: 7.3

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Boxart of CRUSH3D (Nintendo 3DS)
Platform: Nintendo 3DS
Genre: Puzzle
Developer: Zoe Mode
Publisher: Sega