
[NOTE: I did not play the game in VR at the time of writing, so I don’t touch on it or factor it into my current opinion of the game]
Tetris is the closest thing we have to gaming perfection. Universal appeal, easy to learn, difficult to master, and inherently designed in such a way that you’ll never win, but you can always do better. Feel free to make a case for any other game, but Tetris being the highest selling game of all-time with no signs of slowing down decades into its never-ending lifespan is a testament to its greatness.
How do you reinvent gaming’s equivalent of the wheel? If you’re Tetsuya Mizuguchi – most famous for his work on trippy games such as Rez and Lumines – you change the context of what the Tetris experience is through flashy visuals, modern electronic music, and VR support. I can’t speak to the VR side of the game, but the sheer act of playing the block-staking action in Tetris Effect becomes less about exercising your brain and more about being absorbed in the feeling that the entire experience creates.
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