September 18, 2008
September 18, 2008
The challenges in Cube provide an interesting excursion. As the player progresses, more puzzles are unlocked, and the difficulty slowly rises. Some of the later levels can become truly terrifying pieces of work, layered with complexities. Trying to solve the various puzzles does become quite involving, as players must try to push blocks in a particular way, and pay attention to the movement of other blocks. There's replay value added thanks to additional keys that are scattered throughout a level: by collecting these keys within a certain time limit, the player will be awarded a medal. Obviously, perfectionists will want to get a Gold as often as possible.
Unfortunately, my puny brain can't seem to understand the seeming complexity of the feature. A PDF file on Cube's official website attempts to detail the process, but my limited brain capacity is proving to be quite meddlesome. Hopefully, I'll be able to construct a few of my own puzzle creations. Until then, feel free to read GameZone's interview with Maru Nihoniho, Game Designer of Cube to get more details on this upcoming game.
We've spent a lot of time with D3 Publisher's upcoming action puzzle game, Cube. The basic premise of the game is quite simple: get your cube to the exit. Of course, as is the case with all puzzle games, it's not going to be that easy: you'll have to avoid various traps along the way, lest you meet a blocky death. There are a few elements that spice things up along the way. Firstly, your cube can stick onto any side of the platforms. The game encourages you to traverse through levels any way you want: upside-down, on its side, right-side up. The three dimensionality of the game is interesting, and it opens up a lot of gameplay possibilities.
There are quite a large number of puzzles to tackle in the game, which is a huge plus. Also, there's a level editor so that you can create and share your own puzzles. Our early build doesn't have it, but the final retail version will also have Game Sharing, so you can play with other PSP owners that don't have the game. Considering its budget price ($20), there's a great amount of content, making Cube easily one of PSP's greatest values. However, we're a little concerned about a few presentation issues. It feels like everything is a bit too sluggish: the controls feel a little too slow, and the load times seem a bit too long for a game with such minimalistic graphics. Most annoyingly, you must reload the entire level when replaying it--this will prove to be quite frustrating in the more difficult levels.
Hopefully, these quirks will be ironed out before the game's official release on April 24th. Expect more coverage on PSP Fanboy closer to the game's release.
While searching the webbed world for info on the D3's PSP puzzler Cube I came across another game called Cube. Now this other Cube may not be available on PSP yet, but perhaps the fact that there's D3's Cube coming to PSP might keep this more advanced Cube with it's blazingly advanced graphics off the system. Not to mention the fact that I doubt the copyright police would allow there to be two games named Cube on the PSP. So I say to you reader; if both games lived in a world of Highlander where there could be only one, which Cube would you like to see on PSP? D3's Cube or Monotech Power Game Unit's Cube?
Video evidence after the jump ...
Check out this video, and be prepared to be shamed. The game assaults Japanese audiences in November. Americans are spared from the brain-drain... for now.