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Crush review

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  • Crush review

    I was listening to the Kermode and Mayo podcast the other day, during which the two were joined by Joss Whedon, who was there to talk about his recently released take on Much Ado About Nothing. Kermode affectionately referred to the film as a palate cleanser, and this description seemed to mildly irritate Whedon.
    So I hope Luke Schneider doesn't take offence when I talk of Crush in similar terms. Like Much Ado, it was made in a comparatively short space of time (five weeks rather than 12 days, but that's still pretty brisk for a game of any kind), yet the result is equally refreshing, stylishly presented and engaging.
    It's a puzzle game with a disarmingly simple hook: a pile of blocks in three different colours appears on the screen, like a half-full Tetris or Lumines session, and your job is to tap groups of connecting tiles to remove them before the screen fills up. The twist? Each time you tap, the pile surges downward.
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