| OUR RATING:
8.4
GREAT
|
TANGIBLES:
|
Why you should buy it: You’re looking for a new experience on the PSP, enjoy being challenged mentally in your games, like awkward art styles
Why you should rent it: Bad at solving difficult puzzles, or, uh...don't own a PSP? |
UNIQUE RATING:
SUGGESTION:
Buy It |
Written by: Chris Selogy | Tags: Crush, Playstation Portable
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The main hook to Crush is that Danny has the ability to “crush” a 3D level to a 2D perspective in several different ways, mainly north, east, south, west, and from above. Think Super Paper Mario for the basic idea of what it is that you’re doing, but it’s a much bigger gameplay mechanic than it was in Super Paper Mario. As you start each level, you’ll see “marbles,” and you have to collect at least half of them to open the exit, check points, and signs that are activated when you crush, along with the occasional creature and level itself. Though the C.R.U.S.H. machine protects you from walking off the level or crushing yourself in solid blocks, it will not save you if you happen to crush without any support under you or if you fall too far. If that happens, you wake up and restart back to the last checkpoint you grabbed, which affects the grade you receive at the end of each level. The grade you receive is based upon your time, the number of crushes, times you’ve woken up, and if you pick up the trophy or puzzle piece for unlockables. It’s not going to be easy by any means to get all A’s as you will initially navigate levels slowly until you figure out the best way to reach the exit.
The big thing you’ll find out while playing Crush is that it can be really hard. You’ll be stupefied by each level at first until you digest the layout and where everything is, then it’ll “click” and the solution will seem so obvious. It’s a nice challenge that forces you to think hard and use what you’ve learned so far to figure out how to beat the obstacles in your way. By the end of the game, it can get really complex and difficult, but it’s a rewarding feeling to make it through to the end. If you ever run into a bind, the hints can be helpful by giving you an idea of what do in certain areas of each level with the press of the triangle button. If the main mode isn’t quite hard enough for you, collecting the trophy in each level opens up a new level in the Trophy Mode, which essentially gives you a time limit and a limited amount of crushes to use to complete the level. Collecting the puzzle piece in each level opens up new pieces of art to view on your own time. It may not take long to beat the bare minimum requirements, but to master everything that Crush offers, but you’ll need quite a bit of time to perfect your crushing skills.
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The music in Crush really does match the visuals in being strange most of the time, but is fitting to the theme you are in, as well. The music for the seaside levels features seagull’s cawing, pirate-esque music that’s tied into the strange music that you’ll hear in the menus and all throughout the game. The nicest sound effects you’ll hear are the splat of a bug being squished during crushes, besides the collection effects for marbles and the other power-ups you’ll find or run into during crushes.
| In 1896, William G. Crush organized a staged train crash as a publicity stunt in the temporary city of Crush, Texas. Nearly 40,000 people attended the event, where the two trains crashed nicely near the crowd as planned, but some of the debris reached the crowd, killing two and injuring many more. Crush was fired immediately, but rehired due to a lack of negative publicity. |
| Published by: | Sega |
| Developed by: | Kuju Entertainment |
| Genre: | Puzzle |
| # of Players: | 1 |
| ESRB Rating: | Everyone 10+ |
| Release Date: | US: May 29th, 2007 |






