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CRUSH3D

Developer: Zoë Mode
Publisher: Sega
Release: 2012
Platform: Nintendo 3DS
Genre: Puzzle

Shovelware probably was the biggest adverse effect from Nintendo’s Blue Ocean strategy of expanding videogames demographics beyond known frontiers in the Wii era. Akin to Atari’s (and thus everyone else’s) crash in the 80s it still was lucky enough to get away with it (sorta) due to the inability of that very audience in distinguishing gourmet from junk. Having nothing to do with it, CRUSHED suffered some collateral damage in that scenario.

After putting a small amount of time into it CRUSH3D’s personality starts to come through naturally since its plot, dialogue and game design testify a team of thoughtful developers behind it. Unfortunately it painted itself in a corner when picking up some a-bit-too-generic art style for dressing it all. Despite being likeable (and even cohesive) the trendy models/palette possibly sent the wrong messages for both casual and hardcore audiences—that it was an easy time killer to the first and cheesy to the later. That’s a real shame; it’s neither.


I personally like it, but still could see it coming.

The “crush” mechanic of shifting 3D levels to 2D back and forth was novel in the first PSP iteration—and it makes a lot more sense in 3DS’s 3D display—but it’s not only about gimmickry: level design is smart, challenging and satisfying.

Not that it hasn't its share of downsides. At times it may communicate shadily when it comes to surmountable walls, for instance; or crank the knob too high when ramping the difficulty; but CRUSH3D is meatier and more solid than anyone would expect from seeing its cover in shop shelves.

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