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  • 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.

  • Cute gets serious with De Blob

    by 
    Jared Rea
    Jared Rea
    03.08.2007

    Serious games are all the rage at GDC this year and nothing could possibly be more serious than an adorable jelly-thing lighting up the town. Found at the Student Showcase area of the expo floor, De Blob began life as a project to show what the station region of Utrecht, Netherlands, could look like 10 years from now. Taking their simulation and tossing in a few simple mechanics, De Blob plays like a cross between Katamari Damacy and Mario Paint. Although it's more of a sandbox title than anything, there are still a few objectives to be found while rolling about the virtual recreation of Utecht. The most prominent of which being the colorization of the city, done by swallowing up tiny, color coded people and slamming headlong into any and all objects. There are also hidden coins to be found that can be as hard to find as they are hard to reach. You too can check out De Blob in both English and Dutch at their GameDev site.

  • Earthworm Jim fans receive glimmer of hope

    by 
    John Bardinelli
    John Bardinelli
    03.06.2007

    Good news for dirt-lovin' annelid fans. Shiny Entertainment founder Dave Perry has hinted that a new Earthworm Jim game will "happen eventually." The development team has been re-formed and is interested in reviving the wiggly space-suit-clad hero for a new generation of gamers.The original run-and-gun platformers were packed with strange enemies, lush graphics (for 1994, anyway), and a wacky sense of humor. After all, when you're launching cows as a worm in a space suit, it's hard to be serious.

  • Platforming and cooking: two great tastes that taste great together?

    by 
    JC Fletcher
    JC Fletcher
    03.02.2007

    Kururin Donuts (Spinning Donuts) is a mascot platformer starring a giant donut. That's not so crazy. It's quirky, at best. It's a nice, colorful game, at least, and it looks a lot like Sonic Rush, which we liked just fine.But here's where it gets weird, and where we start getting excited about this game: after you complete a level, you are rewarded with a recipe for a dessert. We aren't interested because it's an attempt to shoehorn one of the new DS fads into an otherwise average game. Although, now that we mention that, that is kind of noteworthy.No, we're interested because your avatar is a dessert, and the recipes are also for desserts. So, there's a good chance that you'll learn how to cook and eat your character. That is brutal. We wonder if this will get a CERO Z rating because of the violence.Screens featuring the doomed, tragic hero are after the post break.

  • 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.

  • Super Paper Mario releases April 9

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    02.12.2007

    Portly paper plumber platforming news now, with Nintendo announcing a release date of April 9 for Super Paper Mario. Initially developed as a Gamecube title, the Wii adventure sees Mario switching between charming 2-D and 3-D landscapes in an effort to thwart the ill-advised marriage of Princess Peach to Bowser. Who knew a mere platformer could provide such sweeping social commentary on the liberal, inter-species marriage laws of the Mushroom Kingdom?The platformer also underlines the state of the ongoing Wii games drought. Short of Sonic's Wii debut later this month and Wario's notable appearance early this year, the console's Q1 release schedule has been decidedly barren. Ideally, Super Paper Mario will kick off a more vigorous second quarter, complete with the evolved form of an overlooked Gamecube ape. %Gallery-1586%

  • The death of the game mascot

    by 
    Kyle Orland
    Kyle Orland
    02.06.2007

    Anyone who was a gamer in the '80s and '90s remembers the days when you couldn't turn around without running into some sort of new platformer with a furry and/or cheesy mascot. These days, the selection is somewhat more limited. Sure, the Sony triumvirate of Sly, Ratchet and Jak are still going relatively strong, and occasional breakouts like Viewtiful Joe and Alien Hominid keep the 2D-platformer on life support, but it's pretty clear that platforming mascots' best days are behind them. The Age's Screen Play blog was inspired by a page of forgotten advertising mascots to post up a list of some rightly forgotten platformer mascots of the recent past. Some fans might be mad to see big names like Sonic and Mega Man alongside true hasbeens like Bubsy and Aero the Acrobat. Personally, we feel the list could use some more additions. Where are Sega's Vectorman, Kid Chameleon and Chuck D. Head? Where's gun-wielding robot B.O.B.? Where's the Saturn's extremely appropriately named Bug!? Where's the useful information that could be in our brains instead of this obscure trivia?

  • 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]

  • Mastering disguise in new Wario DS

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    01.09.2007

    Siliconera has posted a series of diagrams detailing the stylus inputs that will make up the core gameplay of Wario: Master of Disguise. The game launches in Japan next week (as Kaitou Wario the Seven) and sees Wario returning to his platform roots with some added DS gimmickry. Players will draw symbols on the touch screen to change Wario into his seven disguises, including a graffiti artist, dinosaur, and doctor.Aside from the d-pad, Master of Disguise will be entirely stylus-controlled. The US release is scheduled for early March.

  • More LocoRoco games, confirms Sony

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    12.18.2006

    After spewing some mumbo jumbo, Sony's Phil Harrison moved on to a more finite announcement in his conversation with MTV. Harrison talked LocoRoco sequels: "We're going to bring LocoRoco back in a couple of new ways with some new friends in the future."A PSP sequel is the obvious direction to take, but don't rule out a downloadable PS3 game with motion controls. As for these new friends? That implies a cannibalization of the franchise. You know, enough characters to put together a 'kart racer' and 'zany sports' spin-offs -- with a LocoRoco 'puzzler' and 'mini-game collection' on deck. Hey, it works for the other guy...[Via PSP Fanboy]

  • Metareview - Yoshi's Island DS

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    11.14.2006

    The original Yoshi's Island has attained G.O.A.T.* status. True, not everyone agrees that it's the single-greatest 2D platformer ever, but SNES's Yoshi's Island certainly ranks among the best. Now, more than a decade later, Nintendo has finally published a true sequel (we don't count N64's Yoshi's Story). But with Artoon (responsible for GBA's ill-received Yoshi Topsy Turvy) sharing development duties, there's been some doubt about Yoshi's Island DS's ability to escape the shadow of its heralded predecessor. GameSpot (91/100) - "It's hard to top a masterpiece, but that's just what Nintendo and Artoon have done with Yoshi's Island DS." IGN (80/100) - "Perhaps the designers stuck too close to the established design in this new game, since it really ruins a lot of the surprises if you've already played through the original ... [Yoshi's Island DS] runs into the problem of not doing enough to make it its own game." EGM (68/100) - "I'd never choose this over the sublime original." Current overall average: 83/100 (6 reviews) *Greatest Of All-Time

  • What are you playing: FINISH HIM edition

    by 
    Richard Mitchell
    Richard Mitchell
    10.27.2006

    Another Friday, another edition of -- say it with me now - "What are you playing?" Personally, I've been playing a lot of Xbox Live Arcade lately. All these titles in the last month or so, it feels like an embarrassment of riches. So, this weekend, I'll be playing UMK3, DOOM, Lumines (yeah, I can't help it), and even getting some achievements for Cloning Clyde. I may sprinkle in some LEGO Star Wars II and some Enchanted Arms, too. On a side note, I don't know how many of you have gotten Ultimate Mortal Kombat 3, but I had forgotten how incredibly cheap the AI is. It's terrible. It's not just cheap, it's the kind of cheap programming that allows CPU players to cut corners that human players can't. For instance, computers can skip frames of animation so that they can react faster -- like jump kicking you even though you started your jump kick first, etc. It's maddening. And, for the record, Shao Kahn may be the cheapest boss ever. How about all of you? Hmmmm? What will you be playing this weekend?

  • Not so special edition of Viva Pinata [update 1]

    by 
    Richard Mitchell
    Richard Mitchell
    09.21.2006

    Not content with brainwashing our children with simple "standard" editions of the kid friendly Viva Piñata, Microsoft has made known their intentions to release a "special" edition of the title. What makes it special, you ask. You see beyond just the game, buyers of the special edition will receive playable demos of Lego Star Wars II, Frogger, Cloning Clyde, Time Pilot, and Marble Blast Ultra. That's right, they're bundling in demos that can be had for free on Xbox Live (with the exception of LSWII). Also included is a full length episode of the TV show (any drug dealer will tell you that the first taste is free). No doubt, MS is including these easily obtainable extras for the benefit of kids and parents who have yet to grasp the complexities of Xbox Live and its Marketplace. For gamers like us that understand our console, the extras hardly seem like a value add. Still, we're sure that this will force many parents to learn how to use Live properly. There may be no better educational incentive than the pleading scream of a child: "It says I need Xbox Live! Make it work!" Even though the value of the demos is questionable, you can't argue with the $49.99 price tag. Hell, that would be a deal if it came with nothing. Update: Fixed grammatical error -- two in one day. Jeez.