Posts with tag crush
Posted May 17th 2008 9:00AM by Andrew Yoon
Filed under: Software
Unfortunately, the incredibly innovative 2D/3D PSP-exclusive puzzle game
Crush never met the sales it quite deserved. That's a shame, because we really enjoyed the detailed graphics, the quirky story, the impeccable presentation ... and most importantly, the gameplay.
Check out our
review, and some
videos of the game in action. If you haven't checked out
Crush yet, maybe this $15 deal on
amazon.com will convince you to pick up one of the most original PSP exclusives ever.
[Via
CAG]
Posted Dec 29th 2007 9:00AM by Chris Powell
Filed under: News

There is perhaps no other PSP title as innovative and quirky as Zoe Mode's
Crush, a puzzler that successfully implemented 2D and 3D gameplay like we've never seen before. And although the game never sold as well as it should have (Boo Sega's marketing department!), it has received the
proper recognition from the critics that it deserves.
To add one more accolade to the list,
Playboy has chosen Crush as one of its runners-up for 2007's most innovative game. Being included among such wonderful games as
Rock Band, Portal, Super Mario Galaxy and
Assassin's Creed is no joke ... well, maybe the joke is that
Assassin's Creed actually made the list in the first place. Nevertheless, it's great to see one of our favorite PSP titles getting a little more love.
If you still have yet to play
Crush, then shame on you. However, there's still time to rectify this gross oversight by
picking it up today and experiencing one of the most original games ever to grace a handheld.
Posted Jul 27th 2007 3:15PM by Steven Bailey
Filed under: News, Crush
We've talked about Kuju Brighton's Zoe Mode name change before, but a new interview with studio head Ed Daly sheds even more light on the decision. Ed knew that some gamers (and even some staff members) would find a girl's name as company moniker a bit silly, but he wanted to have a drastic re-branding. A name that would have gamers sit up and take notice. The decision to use the image of a real model as the company icon was done because Zoe Mode wanted to emphasize that they were real, and their games were for real people. How did the female embodiment influence their game creating decisions? "We make games for Zoe and her family. Zoe is our conscience that signs off on what we do. We ask 'What would Zoe do? and 'Would Zoe like that?' kind of questions. It does help have a reference point, even if she's imaginary" claims Ed.
We don't mean to judge, but maybe Ed and his team are as crazy as the world they created in Crush.
[Via Gamespot]
Posted Jul 26th 2007 10:00AM by Andrew Yoon
Filed under: News, Crush
Congratulations to Zoe Mode and
Crush -- the game just scored the best New Handheld IP award from the Develop Awards. The Develop Awards are focused on European companies and were judged by almost 100 "industry experts."
In addition to
Crush, PSP fans will be glad to hear that Sony Computer Entertainment of Europe (SCEE) picked up the biggest award of the evening: the Grand Prix award for their efforts with PlayStation 3.
[Via
PS3 Fanboy]
Posted Jun 14th 2007 12:00AM by Steven Bailey
Filed under: Metareview, Crush

It's obvious from
our review of
Crush, that we think it'll be a worthwhile experience. Does the game press agree with us, or do they think
Crush is a bomb? Let's find out!
-
GameSpy (90/100) got certifiably addicted: "With levels that build on each other in terms of complexity (and, thusly, difficulty), the game inspires that kind of 'just one more level' feeling of addiction that may result in you freeing Dan from his insomnia but earning yourself a nasty case in return."
-
1UP (95/100) loves the originality: "Most games can be described as an amalgam of others, as borrowed game mechanics and thematic elements bounce from game to game within a genre. Crush might have a recognizable aesthetic (think Psychonauts in a dark alley), but it's gameplay is wholly -- and compellingly it's own."
-
EuroGamer (80/100) appreciates the challenge: "There's a genuine sense of achievement and enjoyment when a seemingly impossible level suddenly clicks (or crushes into place, and the confident way the game uses its central conceit as more than just a gimmick is undeniably reassuring and appealing."
If only being correct on game quality was like unhatching an evil plan, we'd laugh maniacally right now. Heck, we'll do it anyway. We were right! MWA HA HA HA HA!
Posted Jun 12th 2007 12:00AM by Andrew Yoon
Filed under: Interviews, Crush
This awkwardly-worded headline does a horrible job at conveying the incredible excitement that surged through me when reading
Sega Nerds' interview with Zoe Mode. Paul Mottram, producer of
Crush, revealed that there was an in-game level editor used by the developers, but it couldn't be finished in time:
"We have a terrific in-game level editor running on the PSP which our designers used to create all the levels in the game. Unfortunately, we didn't have the time to get this running on a commercial PSP or implement all the necessary user friendly features we would have needed if it was to be shipped with the game. As you could imagine designing
Crush levels can be tricky at times."
Of course, the developers would have more time to work on such a mind-blowing feature in a potential sequel ... something Zoe Mode isn't denying. "It's something we'd all love to do since there are so many features we didn't get the opportunity to put into this version."
Posted Jun 11th 2007 8:00AM by Andrew Yoon
Filed under: Tips, Crush
Crushed about one of
Crush's more diabolical levels? Don't feel too bad -- you're not alone. Many gamers have found the innovative 2D/3D puzzle game to be maniacally difficult. For better or worse, longtime PSP Fanboy reader
JIMMY has provided some incredible
video walkthroughs for the game. Each video will reveal, step by step, how to get to the exit. But, beware! While we're incredibly grateful for these guides, they may defeat the incredible sense of accomplishment one can get for getting to the end successfully. Do you want to risk that?
Of course, finding the answer certainly beats being stuck on a single level for hours on end.
See also:
Complete Loco Roco guide for download
Posted Jun 9th 2007 8:00AM by Andrew Yoon
Filed under: Crush
While PSP is home to many great PlayStation franchises, it's also where many exciting, new and innovative IPs have taken off.
Crush is yet another example of a great original PSP title, and it's already getting the attention of critics and developers alike. The Develop Conference has announced its
nominations for award recipients, and
Crush stands as the easy favorite in the "New Handheld IP" category.
Awards will be announced on July 25th. Will the
unanimously beloved Crush get a win?
[Via
Joystiq]
Posted Jun 5th 2007 1:30PM by Jem Alexander
Filed under: Reviews, Crush
Crush is many things. It looks and sounds great, is very competent technically and is incredibly difficult. It comes packed with style, innovation and replay value. Not to mention it has a genuinely compelling story, told through the use of atmospheric and well-acted cutscenes. Puzzle games - even those that pretend not to be puzzle games, such as
Crush - don't come much better than this. If this sounds like something you want in a game, then pick up
Crush. Now.
Continue reading PSP Fanboy review: Crush
Posted May 27th 2007 8:10PM by Steven Bailey
Filed under: Software

Every Sunday PSP Fanboy lets you know what's coming out for the PSP worldwide. If a game is listed as coming out in a different country from where you live, don't worry. Your PSP can play games from any region. That gives every game on this list the potential to be in your future game library. It's a slow game week, but finally
Crush hits the US. Keep reading to find out if there's a game you want this week!
US Games
EU Games
Asian Games
Release dates may always change, so you may want to call before heading to your local game shop. Do any of these games interest our readers?
Posted May 24th 2007 8:30PM by Andrew Yoon
Filed under: Crush
Crush is already being enjoyed by the lucky Europeans that received the game a week earlier than the rest of us. While Jem is already prepping his review of the game, we wanted to take one more look at Sega's innovative dimension-twisting puzzle game. Check out this new trailer, and some new images in our updated gallery.
Posted May 20th 2007 3:30PM by Steven Bailey
Filed under: Software

Another week, and luckily another set of game releases.
Every Sunday we give you the 411 on what's coming out for the PSP worldwide. If a game is listed as coming out in a different country from where you live, don't worry. Your PSP can play games from any region. That gives every game on this list the potential to be in your future game library. We have some interesting choices this week, so read on!
US Games
EU Games
Asian Games
Release dates may always change, so you may want to call before heading to your local game shop. I totally want
Bleach, but do any of these games interest our readers?
Posted May 17th 2007 4:30AM by Andrew Yoon
Filed under: Crush
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?
Posted May 10th 2007 8:00PM by Andrew Yoon
Filed under: Video, Crush
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?
Posted May 2nd 2007 4:00PM by Andrew Yoon
Filed under: Interviews, Video, Crush
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.
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