- Crush
- Kuju Entertainment, Ltd.
- Sega
- Platformer
- 05-29-2007
- PSP
A new puzzle game that isn’t a clone of Bejeweled or Tetris? Impossible, you say? Well, check out Zoe Mode’s new PSP game Crush, a refreshing change of pace that stakes out new territory.

• Original gameplay
• Tight interface
• Solid graphics
• May be too weird for some
• Very difficult for casual players
Written by: Chris Jensen
Posted 06/06/07
It may seem impossible but a new puzzle game has hit the PSP that has nothing to do with Bejeweled or Tetris. Shocking, I know. Developed by UK-based Zoe Mode and published by Sega, Crush is a totally new experience that is very strange, highly addicting and extremely challenging. Its oddness may work against it in the marketplace as it’s not an easy game to describe, but players bold enough to explore its unique blend of elements will find something very rewarding.
The term “Crush” refers to your ability to move from a 2D world to a 3D world and back again. This is the backbone of the game as you attempt to collect marbles strewn about a level. Crushing from one perspective to another can reveal new routes, doorways, shortcuts and hazards. It doesn’t take long for your brain to start hurting, but it’s a good hurt. Throw in to this odd mix of elements such variables as boulders that can be rolled onto switches, transparent cubes, insects and electrified walls and you have a game that feels like the intro to Twilight Zone.
Crush is allowed to be so odd because of the setting, which takes place within the tormented psyche of the main character, a poor soul suffering from insomnia. This element drives the story, which is novel enough for a puzzle game, and actually plays in to the hands of the gameplay as you find yourself navigating the “walls” of your mind. Yes, it’s all rather strange, but it also borders on genius.
A game as different as Crush might have been a total disaster if it had thrown too much at the player right off the bat. Fortunately, an effective tutorial gets you up to speed on what is expected of you and introduces new concepts at a solid pace. At first you may think the game is no big deal, but as the bigger picture is slowly revealed, you soon realize you have something special in your hands.
In terms of presentation, Crush once again excels, offering up a nice bag of graphics and audio, including solid voice-over work that helps lift it even higher. Dealing with the various camera angles can be a pain at times, but considering the complexities of what Crush is dealing with, I suppose it’s to be expected. A minor quibble can be leveled at the length of time required by some levels to finish, bordering on the 30-50 minute range, which is a drawback for a portable that can find you pressed for time.
Ultimately, Crush stands tall as a successful experiment in game design, offering up a shiny new puzzle concept that could very well set a new standard for future clones. Is it the killer-app the PSP is in desperate need of? Well, no. I don’t think a puzzle game can ever be a killer-app, as the appeal is just too narrow, especially for something as unusual as Crush. But for puzzle fans who are sick of lining up three blocks, then Crush is a great change of pace and well worth your money.



















