crush

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  • SGD '07: Crush

    by 
    Andrew Yoon
    Andrew Yoon
    05.17.2007

    Sega's psychadelic dimension-bending puzzler Crush is due in just a few day's time. However, that didn't stop Sega from releasing a few new screens to tease us just a little bit more. Of particular note is the creepy box art: what's that guy wearing? %Gallery-3232%

  • Wii Warm Up: Enter initials

    by 
    JC Fletcher
    JC Fletcher
    05.14.2007

    Dude, so we were playing some Alien Crush, and we killed the bonus stage with the dragons over and over again. We totally scored like five billion points and it was so AWESOME that we had to call everyone we knew and tell them about it. Okay, we're embellishing a bit. When we say we "totally scored like five billion points," we mean that we "continue to be awful at Alien Crush despite playing and loving it for eighteen years." But without our humble admission, you'd have no reason to doubt us! And that leads into our discussion.Simply put, we want leaderboards. We aren't going to get online play in VC games any time soon (or ever,) so we'll ask for the next best thing. We want to be able to see the high scores for games that, you know, have scores. We don't need prizes or anything. We'd be motivated enough by the idea that we could put our three-letter tag (mine: JC!) at the top of a nationwide or worldwide list if we were any good, which we aren't.Are high score leaderboards worth doing? Do you see value in friendly competition like this? Or did you always flip right past the high score page in old gaming magazines? Perhaps most importantly, what are your high score initials?

  • Newest Crush video creeps us out

    by 
    Andrew Yoon
    Andrew Yoon
    05.10.2007

    We knew Crush was going to be a little crazy. We didn't know it was going to be this crazy, though. GameTrailers is showing off one gameplay footage from Sega's hotly anticipated puzzler, and we have to say that it looks somewhat creepy. The random murmurs, creepy music, and surreal art all intertwine to create a somewhat Hitchcockian gaming experience. Who thought a puzzle game could do that?

  • Crush dev talks about the complexities of simplicity

    by 
    Andrew Yoon
    Andrew Yoon
    05.02.2007

    The ideas behind Crush are deep, man. It's clear from the experimental games panel at GDC that Zoe Mode has a unique perspective on game design. In a new video interview with Gamespot, they reveal the aesthetic challenges of going from 2D to 3D. Simple design choices had to made, from darkening the background, to removing shadows, to brightening colors. Any fan of Crush will want to see the interview, if only for the tantalizing gameplay.

  • PSP Fanboy Theatre: Volume 17

    by 
    Andrew Yoon
    Andrew Yoon
    04.28.2007

    PSP Fanboy offers the latest and greatest movie and game trailers, formatted for the PSP in this new weekly feature. Check it out every Saturday. PSP owners can download files wirelessly via m.pspfanboy.com. Instructions: Save all movie and thumbnail files to the VIDEO folder. These high resolution 480x272 videos require firmware 3.30 or above. (Note: OE custom firmware will also play these videos.) Silent Hill: Origins [PSP] Download MP4 (3.9MB) | Download JPG The following videos are featured after the break: Surf's Up, Crush (PSP), Chuck & Larry, Pokemon Launch

  • Another video of Crush's mind-numbing gameplay

    by 
    Andrew Yoon
    Andrew Yoon
    04.18.2007

    Many have been eager to compare the upcoming Crush to Wii's Super Paper Mario. While it's true that both feature dimension-shifting gameplay, the two are taking very different approaches to the concept. This PSP-exclusive puzzler has players going through a beautiful, dream-like world, looking for a way out. This new video from GameVideos.com showcases more gameplay--and we're psyched. Crush will land on PSP this June.

  • The puzzling items of Crush

    by 
    Andrew Yoon
    Andrew Yoon
    03.13.2007

    Sega has released a new video, and a few tidbits about their upcoming PSP-exclusive Crush in their latest press release. Considering how awesome the game looks, I can't really complain. The video showcases some of the truly surreal puzzles you'll be tackling in this dimension-bending puzzler/platformer. The puzzles themselves are based on a few unique items, described after the break.

  • GDC 07: Crush highlights experimental design panel

    by 
    Andrew Yoon
    Andrew Yoon
    03.08.2007

    There is one PSP game in everyone's mind here at the Game Developer's Conference: it's called Crush. Kuju Entertainment's revolutionary puzzle-platformer was highlighted in an experimental games panel, due to its highly innovative gameplay concept. One of the greatest challenges of creating such a unique project is trying to predict how the player will respond to it. Will they be able to understand how the gameplay works? Will they get too confused? Stuck? Through endless hours of QA & debugging, the team decided that the game has to explain to the player why one failed: it becomes a learning process, rather than a frustrating, alienating one. Although Crush hasn't been released yet, Kuju's Alex Butterfield wasn't afraid to think of other possibilities to expand the Crush idea: What if you could crush time? (For example, a block could turn into a bridge; a cockroach into a centipede.) What if you could crush multiple realities, in multiplayer? Would each player have their own reality? The questions become far more challenging to answer, but much more exciting at the same time. Hopefully, Crush will meet an appreciative audience when it debuts on the PSP--I'd love to see a sequel that explores these mind-numbing concepts.

  • The challenges and philosophies of Crush

    by 
    Ross Miller
    Ross Miller
    03.08.2007

    At yesterday's Experimental Game Design lecture, Alex Butterfield discussed his latest project, the mind-bending PSP title Crush, billed as a "revolution twist on the puzzle platform." Butterfield's presentation focus on the challenges of making a game that seemingly transitions from 2D to 3D without effort. Crush is designed so that your character, who is under hypnosis to cure insomnia and forced to find a way through 40 dream sequence levels, can only "crush" (transform 3-dimensional space into 2-dimensional platformer) horizontally and top-down. Of the challenges discussed, Butterfield talked about the shortcut challenge, whereas the clever player would be able to use the crushing ability to move from the beginning of the level to the end without effort. Thus, the team devised three different blocks whose behavior differed when crushed: ghost block (insubstantial), solid blocks (impassible) and hollow blocks hollow block (somewhere in between). Other issues include disorientation, which Butterfield tried to fix by way of camera work and the placement of prominent landmarks to help the player. There were two design flaws that the dev team worked to solve. The creation of cut-zones let the developers section off part of the level so that one does not accidentally crush themselves next to a horrid enemy without prior knowledge. A safety feature was also implemented so that a crush process does not cause the character to fall helplessly to their doom; "an explanation as to why you failed the puzzle" will be shown instead. Many of these problems were also solved, of course, through countless QA and debugging. Following the talk of problems and problem solving, Butterfield moved into the realm of conjecture, philosophy and other higher-order thought. What if you were allowed to crush at any angle? What if you could crush outward into four dimensions (with time being the 4th candidate); i.e. a block could become a bridge, a cockroach would crush into a centipede, etc. How about multiplayer? Butterfield suggested separate realities for each character, whereby only you control the crushing in your reality and only your movement would be reported to the other player's screens. There's no clean-cut solution, but some of these problems give us an idea of the far future of platform puzzlers. Crush is looking good and the game's twist well-executed. The game is slated for release later this year on the PSP.

  • Crush developer turns into a woman

    by 
    Steven Bailey
    Steven Bailey
    03.01.2007

    We've talked a hell of a lot about the inventive platformer/puzzler Crush already, but it looks like not just the game is creative. Kuju Brighton has decided to change their name to Zoë Mode. The new developer had this to say about their new name, "We've created Zoë Mode; she is the personality that reflects our in-house philosophy of accessible, fun gaming for everyone." I've heard of naming a boat after a woman, but this is the first time I've ever seen it happen to a company. Let's just hope Zoë has the skills to go along with her good looks. [Via Kotaku]

  • Saturday PSP background explosion [Update 1]

    by 
    Steven Bailey
    Steven Bailey
    02.25.2007

    Saturday is dwindling away, but it can't officially be over until there are new PSP backgrounds to enjoy. Like every week, we make or showcase new backgrounds for you to put on your PSP and make it look as good as you. Assuming you look good. This week we have backgrounds for 300, Crush and Card Captor Sakura. Check out the backgrounds after the jump ... [Update 1: Updated tags and links.]

  • Crush features a great story ... for a puzzler

    by 
    Andrew Yoon
    Andrew Yoon
    02.20.2007

    Do puzzle games need good stories? No, not really. But that hasn't stopped Kuju and Sega from trying to think up a meticulous backstory behind its upcoming mind-bending Crush. The 2D/3D dimension-switching gameplay will undoubtedly provide some surreal moments, and the story certainly capitalizes on such a unique concept. Surely, Crush would make a better movie than Lumines. Continue after the break to see the original press release.

  • Sega loves your PSP; unleashes new Crush video

    by 
    Andrew Yoon
    Andrew Yoon
    02.13.2007

    Wow, you absolutely MUST check out this video of Crush Sega and Kuju's upcoming psychadelic dimension-destroying puzzler. Not just because it's Crush (which looks awesome), but because it has a new "Sega loves your PSP" logo. Hey Sega, we love you too. Just don't make another Shadow the Hedgehog game ever again, okay? Once you're done watching, you can do a little bit of reading at 1UP. They have a pretty detailed preview for you too.

  • Creating the surreal world of Crush

    by 
    Andrew Yoon
    Andrew Yoon
    01.29.2007

    Cynics complain that the PSP has no innovative games. However, do their complaints have validity in the face of the upcoming PSP-exclusive Crush? This recently revealed title combines 2D and 3D gameplay through the innovative "crush" mechanic, and Paul Mottram spoke to Pocket Gamer about the challenges in creating the game. Mottram notes that the game was built with the PSP specifically in mind: the PSP was the only system to offer the horsepower and portability needed for this quick-thinking game. The unique art style of the game takes its inspiration from a variety of sources. Mottram explains, "Our lead artist, Jon Taylor, worked closely with Sega's creative department to come up with a unique style. Influences ranged from Tim Burton, Terry Gilliam, Mike Mignola, Giorgio de Chirico, Max Ernst (or any of the surrealists), and Escher. We wanted to have a darker side to the game which carries through into the art style and even music. The main character, Danny, isn't a superhero; he's a sarcastic miserable everyday guy who just wants to get some sleep." Read the full interview at Pocket Gamer. Download the trailer: PSP Fanboy Theatre: Volume 4

  • Today's most revealing video: Crush gameplay footage

    by 
    Ross Miller
    Ross Miller
    01.25.2007

    One of the most popular YouTube gaming videos today showed off footage of Sega's recently unveiled original IP for the PSP, the platform-puzzler Crush. The puzzle element of the game comes from its ability to switch from a 3-dimensional space to a 2D platformer so as to cover wide gaps. Confused? It's hard to explain, we suggest checking out the video, embedded after the break, to see what looks like a promising PSP release.

  • Sega to Crush PSP [Update 1]

    by 
    Steven Bailey
    Steven Bailey
    01.24.2007

    SEGA wants PSP players to prepare for a head trip. IGN is reporting that this summer SEGA will release a psychological puzzle game called Crush. Created by Kuju Brighton, Crush is about a man named Dan who is haunted by his past and suffers from chronic insomnia. To try and cure this problem, Dan turns to hypnosis. If that doesn't sound unique, just wait until you hear about the gameplay. Crush takes place in a complex 3D world where players have to "crush" environments, which makes them then become 2D space. At this point the layout is like that of a 2D platformer. Because of the altering of the world, you're able to solve puzzles, access new areas and gain reach to secret items. Sounds ridiculously creative. I can't wait to get my hands on it! See trailer after the cut. [Update 1: Fixed formatting issues.]

  • Crush: Sega announces original PSP platform-puzzler

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    01.23.2007

    Sega has revealed it will publish UK-based Kuju Brighton's hybrid PSP puzzler Crush. With the push of a button, player's will "crush" (more like flatten) the game's 3D world, transforming the environment into a 2D platformer. This mechanic will be used to complete various puzzles that are otherwise unsolvable in a 3D world. Afterwards, players will "uncrush" the environment and proceed. Contrary to the implications of the image, Crush will have no affiliation with the soda brand (Sega's just being stingy -- or lazy -- with its screenshots). Instead, the game will tell the story of Dan, an insomniac who's chosen to undergo hypnosis. Crush (the game world and its puzzles) then would appear to be the manifestations of the "wreckage of his past." Let's just hope this seemingly convoluted story doesn't take away from an otherwise interesting gameplay dynamic. Crush is scheduled for release this summer. [Via press release]

  • VC Monday: Plus Four!

    by 
    Jason Wishnov
    Jason Wishnov
    12.11.2006

    Nintendo promised something like ten a month, but at this rate, we'll be seeing sixteen. Nintendo dropped yet another four vintage goodies on us at noon EST today, and here are the pickings: Ice Hockey (NES) - a much-loved hockey sim that, unfortunately, is beginning to show its age. Where is the ever-revered NHL '94 for SNES? Gunstar Heroes (Sega Genesis) - If Jack Thompson had been as retarded in 1993 as he is now, he'd certainly have gone after this game. Much-lauded for its frenetic and gleeful gut-ripping gameplay, GH is considered one of Sega's best games. Check this 2-D shooter out. Robotnik's Mean Bean Machine (Sega Genesis) - some beans are falling, or something, and you have to match them...whatever. We got Columns last week, didn't we? Alien Crush (TG-16) - a rather odd pinball-sim involving scary aliens with a multitude of eyes. If you're into the pinball scene, go for it, if not, settle for some extraterrestrial orange soda. (Zing!) We still, of course, anxiously await the previous announced Toe Jam and Earl. We wantsssss it!