Pushmo Review

The premise for Pushmo is deceptively simple. You control a character whose job it is to scale to the top of a block formation. This is done by pushing and pulling pieces of that formation until they form something scaleable. During the first few challenges, I had a hard time grasping why people loved this game so much. However, it doesn’t take long for that classic Nintendo brilliance to kick in.

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Some Things I Don’t Like About Catherine

A few days ago, I posted a pretty glowing review of Catherine for the XBOX 360 and PlayStation 3. In hindsight, I’m still happy with how that game turned out and how that review was written. As much as I gushed about it before, it does have some kinks. Since I didn’t really go into them in detail in my review, I thought I’d call them out here. It’s still a fantastic game as is, and you may not agree with my list of gripes, but you’re always free to chime in with your point of view in the comments!

1. Your controls when Vincent is behind the block tower sucks

Controlling Vincent when he’s in-between the blocks and your direct line of sight is straightforward. However, in cases where you have to control Vincent behind the blocks, your controls become a complete mess. The problem is two-fold. For one, controlling movement behind a block tower isn’t consistent at all. You may hit left on your d-pad to make Vincent move right, but the next time you hit left, he’ll stay still. The controls when Vincent is trying to maneuver behind blocks constantly flip, which makes it extremely difficult to get places in this manner.

This issue could have been alleviated if the camera was able maneuver all the way around the block tower. At its best though, you’ll only have access to a 180-degree view. This makes it impossible to see how you’re maneuvering Vincent behind a tower of blocks. While you won’t be spending a lot of time maneuvering behind blocks, it sucks every time you have to do it.

2. Lack of interaction in the real world

Most of the gameplay in Catherine takes place in Vincent’s nightmares, where you maneuver through block towers. While I love playing through these towers, I really wish there was more to do in the real world. I have no problem with sitting through all of the cutscenes, as they’re really well done and they’re the main driver of the story. Where the game could have gone a bit further with are the times when you control Vincent in the bar. Why not give him more to do? Why not give him more opportunities here to impact the story beyond talking to people and answering text messages? Why not let the player visit other environments besides the bar? These suggestions would have helped make players feel a bit more involved outside of the nightmares.

The last points in this post contain SPOILERS, so please proceed at your own discretion!

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Drop It Like It’s Hot

I can’t go anywhere without my iPod Touch. As my all-in-one mini computer, I use it for everything from media consumption, note-taking and games. While I was swept up in Peggle fever a few months back, one game has remained a staple in my iPod Touch game library. That game is Drop 7. It’s by no measure a new game. I bought the game months before I started this blog, and even then it wasn’t new. However, I have consistently gone back to this game and play it almost daily. It’s a great and simple game that is perfect to play on the go.

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