More on Crush

Two people expressed interest in Crush (a PSP game) when I mentioned it in a previous post, so I felt I should address it in some more detail. I've been trying to figure out if I would recommend it to somebody else and that's a more complex question than it should be. Parts of it are brilliant but parts are pretty annoying and I wasn't sure until today how to express that.

Here's what it comes down to: this game is part puzzle game and part platformer. The puzzle part is fairly clear - given the tools in the levels (switches, balls, whatever) and the ability to crush 3 dimensions into 2, how do I get from point A to point B? This is pretty cool. The platformer part is that sometimes you see how to get from point A to point B but it requires a tricky set of jumps, or something where you have to work in and out of 3d quickly. The problem is that the platformer controls just flat-out suck and that sucks the joy out of this part. For instance the level I just finished had a sequence where there was a string of crumbling boxes that you had to jump from top to top. There's no digital control and the analog control gives you really poor control of velocity. This ought to be a simple basic level one sort of challenge, but because of the controls I had to repeat it 10 or 15 times because it's difficult to jump across the gap, hit the box and then STOP to regroup for the next jump. Adding insult to injury every time I failed I had to run back to the start point, uncrush into 3d, wait for the boxes to reappear, crush back into 2d, and try again. Even worse is that the game gives you a grade and it's based on A) how fast you complete the level, and B) how many crushes you used. So this whole sequence directly impacts your grade. I've given up worrying about the grades - I usually get a 'D' or lower.

So, would I recommend this game? Well, if the puzzle portion sounds interesting you should check it out but I don't know that I'd say "Oh just go buy it." I'd also note that it's not a quick-playing game. Maybe somebody with better 3d visualization skills could play faster but most levels take me between half an hour and an hour to complete. You can't save mid-level and the levels are complex enough that I can't set it down and return later and still remember how to get around effectively. So if you are the sort of gamer who can't commit an hour uninterrupted, then I'd urge some caution before picking up Crush. I'm going to finish the levels (and I'm totally ignoring the "Trophy Stage" mode where you're rewarded for speed playthroughs of the levels.) but I think I would have been somewhat disappointed if I had actually purchased the game.


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Refenestration

I haven't been posting much, mainly because we've been getting new windows and it's been an utter madhouse here. Even as I type, I'm on my laptop at the dining room table (because my office is all rucked up with my desk pushed away from the wall) and I've got headphones on to block out all the hammering and ruckus. Not very conducive to doing any work. But all but one of the windows is in now, so they are down to interior trim and stucco repair, hopefully that's not quite as noisy. Worst case they should finish tomorrow. And then we'll have replaced the 1968 original single-pane aluminum framed monsters with dual-pane low-e3 (basically super energy efficient) windows with working locks, and screens on ALL the windows. And a couple of rooms have larger windows now and the kitchen has a nice casement window that's much easier to open and get great ventilation across the cooktop.

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Harry Potter and the Deathly Hallows, Part Five

Chapter Twenty-Five closes at page 502. This chunk was very much about the Deathly Hallows themselves, although there were a couple of big fights. Harry seems to have resolved some of the more muddling elements of the plot, and I suspect the pace is about to pick up considerably. Which makes sense, you figure this is the two-thirds point of the book, so we should be heading to wards the finale now. Deaths this installment: 2

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