What
would you do if you were unable to sleep for most
of your life? According to this very original PSP
title you’d get institutionalized first, after
which a complex device named C.R.U.S.H. would delve
deep into your psyche and help you resolve the problem
(by the way, the S in C.R.U.S.H. stands for psyche).
But sitting in a room with a digital shrink isn’t
what most would consider fun, so obviously there must
be something I’m not telling you…
You
can flatten the world at any time
I
won’t deny it, I’m hooked on C.R.U.S.H.
For the past few days, all I have been doing in my
spare time is trying to finish every level with a
perfect score. But I’m getting ahead of myself,
so let’s start at the beginning. C.R.U.S.H.
is a puzzle game/platformer, with a heavy emphasis
on the first and almost no block jumping whatsoever.
The goal in every level is to pick up enough spheres
to unlock the exit and then haul your ass to the said
exit. The levels are usually very small, so in theory
you should be able to complete every single one in
a matter of minutes.
So
far so good, but as the tutorial manages to illustrate
very well, sometimes the part of the level with the
exit is either far of in the distance, or way higher
than your current position. And more often than not
there is no path leading from where you are standing
to where you want to be. Flying is out of the question
and regular jumping is only good for small gaps and
jumping on low platforms. So how is one supposed to
get to the other part of the level? By crushing of
course!
Looking
at the screenshots the game looks like a typical 3d
platformer, with your standard six possible directions
of movement (just to make sure we are on the same
page – forward, backward, left, right, up, down),
where climbing and dropping to a lower platform bear
the normal restrictions. The catch is that you can
flatten the world at any time by pressing the left
shoulder button. “Crushing” the world
makes the game world become two dimensional, flattening
everything into the same plane, depending on your
view point. Because of that you can only turn the
camera around in 90° steps or change to a top-down
view.
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On
paper this sounds rather complicated and completely
unnatural. I will have to agree with the later, as
it took a while before I got used to the whole 3d/2d
thinking. And yes, playing the game can be complicated,
but thanks to some superb level design you are presented
with gradually more challenging levels, so you have
enough time to learn the ropes and adapt your thinking.
And adapt you will, as it won’t take long before
you start thinking of a level as a web of intertwined
mini-levels. While in theory you can only get 5 2d
layers (top, front, back, left, right) you will sometimes
come across levels where a certain camera angle results
in various layers (depending on where you stand at
the moment of crushing).
The
number of dimensions is not the only thing that separates
the crushed world from the uncrushed one. Every single
block in the game has its characteristics. Some can
only be walked through in 2d while some become rock
solid when crushed. Very thin blocks become invisible
when crushed from the side and are only useful when
crushed face down. Slopes are a one way street unless
crushed from the top, where they act just like any
other level surface. The list goes on, but these are
the main elements of the 40 odd levels.
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You’ll
spend most of your time in the game trying to figure
out how to move from point A to point B by jumping
in and out of 2d mode, but that’s not all your
brain will have to digest. As with any self-respecting
platformer you’ll be forced to push boulders
around, making makeshift platforms to get to a higher
place. The catch is that just like with the rest of
the game, the 2d and 3d modes directly affect how
far the boulder will roll (only solid blocks stop
it in 2d). Due to the main characters phobia of roaches
you will have to deal with them in certain levels
as well. You can’t directly harm them and while
you’ll be able to sometimes squash them with
a rolling boulder, you’ll mostly have to try
and crush them against a solid block, which knocks
them out for as long as the level is crushed.
Try
not to wake up
With
only 40 levels getting through the game is a breeze.
Sure, some of the levels can take up to half an hour
to figure out, but in the end it won’t take
you more than a full afternoon to burn through all
the levels. 5-6 hours for a level based puzzle game
isn’t all that uncommon, but I sure wished there
were at least twice as many levels available. For
the perfectionists there is always the hunt for the
perfect score, where you try to use as few crushes
as possible, you try not to wake up (AKA die) and
you do your best to collect all the spheres and hidden
goodies (which are sometimes not hidden at all, just
hard to reach).
With
the next-gen era not being so next-gen anymore games
on the PSP tend to look dated. But as Blizzard proved
with WoW, the art and design can often outweigh an
archaic engine. C.R.U.S.H. is the perfect example
of this. The levels look stunning, but not because
of an insane amount of polygons. Instead, every level
theme (out of the 4) has a soul. A twisted and demented
soul, but a soul nonetheless. At times the game bears
resemblances to Psychonauts, one of the best looking
arcade games ever released. Sounds don’t lag
far behind either. The music is, just like the visuals,
very dark and twisted, but manages to maintain a certain
happiness all the same. The voice acting isn’t
half bad either, though you’ll only hear it
in the tutorial levels and in the odd cinematic that
is played every few levels (the videos are demented
as well).
Conclusion
Most
of you probably never heard of C.R.U.S.H. before reading
this interview. Truth be told, I never heard of the
game before getting my hands on it. With good PSP
titles sorely missing, it’s easy to recommend
C.R.U.S.H. That would be unfair though, as even if
the PSP saw triple A titles daily, C.R.U.S.H. would
still deserve the attention. In today’s world
where reflexes count more than anything, C.R.U.S.H.
is a breath of fresh air, delivering a unique and
noggin provoking experience. By far the best puzzle
game 2007 has seen so far.