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Crush (video game)

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protégé, Danny (who recurrently corrects Doc throughout the game), he enters his mind as his subject to C.R.U.S.H., but after a few tests, Danny is trapped inside C.R.U.S.H., where he can collect his lost marbles (which will unlock new dressing gowns/robe designs) and facing his fears in the form of monsters (i.e. cockroaches, slugs). At one point, Doc tells Danny that C.R.U.S.H. will not let Danny out due to "unresolved feelings." The two question that reasoning as they progress. Towards the end, C.R.U.S.H. interrupts contact between Danny and Doc, overly infatuated with Danny. Danny slowly admits to C.R.U.S.H. that she is simply a machine and compares it to "flirting with a parking meter." C.R.U.S.H., infuriated, sends Danny back to his childhood as a result. When Doc comes back into contact with Danny, Danny lashes out at Doc for building a machine "with the heart of a teenage girl" who "LOLd" at him. Doc, calming Danny down, explains how this "subconscious" is not really his, but old data, and suddenly Danny becomes shocked when he realizes he took the place of someone who underwent treatment with C.R.U.S.H. (being the PSP Danny), but "she knows not the same." C.R.U.S.H. really wanted Danny to clear her head. In the ending, Danny finally escapes and is free out of C.R.U.S.H's mind. He and Doc discuss C.R.U.S.H's future, while Doc says that he'll fix her. In a sudden plot twist, it turns out that they were not in the real world at all, but all the levels throughout the game are outside Doc's lab. C.R.U.S.H. smiles and laughs into the camera, she winks and the screen cuts to black.
330: 377:. Crushing can connect and merge platforms on the same visual plane in the 3D view but separated by a large distance, creating pathways across the level in the 2D view. The player can also "uncrush" the level at any time. Certain blocks, when crushed, become either obstacles through which Danny cannot pass, or ledges the player can use to reach other parts of the level. Attempts to crush a level in any manner that would harm Danny are thwarted. However, uncrushing can leave Danny in a helpless state, such as hanging in mid-air. 342: 43: 303:, and facing his primal fears in the form of monsters (i.e. cockroaches, blockwalkers, slugs). Danny starts recounting key moments in his life that may have contributed to his insomnia: Moving into his first apartment and his suffering job as a chef in the city, his love life some few years ago at the beach with a girl named Tina (which unfortunately ended in him being jilted), and the time he went to a local 389:
Once the player completes each level, they are graded by the duration of Danny's stay on the level, how many times Danny "woke up", and a bonus for collecting all marbles, the jigsaw piece, and a hidden thought trophy. The thought trophy, once completed by crushing, unlocks a level's special challenge mode for later play which requires time-limited completion of the level with an allotted number of crushes.
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bedroom. Levels are mostly composed of platforms formed by blocks. The player's goal in each level is to collect marbles, which give the player points based on their color. The exit from the level is opened once a predetermined number of points have been collected. Danny can crawl into narrow areas and jump a small height.
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caused by worry, stress, and repressed memories. He is admitted to a mental institution for it, where he consults a mad scientist, Dr. Reubens, who treats Danny with his Cognitive Regression Utilizing pSychiatric Heuristics (C.R.U.S.H.) device, which has a sentient female persona. The device's helmet
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s Greg Orlando, while stating that this was "one of the most novel games ever made", noted that it was "simply not very fun", as it lacked many player incentives beyond manipulating the world and collecting objects on each level. Reviewers noted that some puzzles were awkward due to the selection of
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In an interview, Zoë Mode executive producer Paul Mottram claimed that the game concept was envisioned in 2002, but work did not actually begin until 2006. The initial concept was built on the crushing mechanism between 2D and 3D, and they only had to create appropriate obstacles to prevent players
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Enemy monsters inhabit the levels, but the player can crush them by flattening impassable blocks against them. The player may also encounter timers in the form of alarm clocks that will begin to elapse when crushed for the first time and can only be stopped when Danny jumps on them. Danny wakes from
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contains ten levels in each of the four locations, all based on an event in Danny's past. The levels represent Danny's mind: a dark city landscape with many tall buildings and the occasional street lamp, a hotel resting aside a seaside location, a dark and mysterious funfair, and a haunted childhood
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on the PlayStation Portable, but Zoë Mode were not able to refine the editor in time for shipping. Mottram said "It would be great to see user generated content and this is something we have been seriously thinking about for the future" and that downloadable content "would work perfectly with the
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can be collected to reveal concept art and extras in the game's menus. Some of Danny's "thoughts", represented by glowing neon icons on the walls of the level, are only activated when the level is crushed in a manner that does not obscure them. Some thoughts allow Danny to jump higher or stop time.
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is a good choice for 3DS fans. While the mechanic may not be as creative as it was a few years ago, it’s still a decent game to check out. If you never saw the PSP version or haven’t played games like Fez or Echochrome, I’d recommend checking this out to see what crushing is all about." However,
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Doctor 'Doc' Doccerson (instead of Reubens in the PSP version), is infuriated that all of his inventions failed, but today he 'shall surpass them all' with his latest invention, C.R.U.S.H. He uses a tape recorder for his scientific narrative on the experiment. With the help of his best friend and
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alone as a young boy, where he ended up assaulted by a group of thugs. When Danny returns to the lab a fourth time after none of these prove to be the case, Dr. Reubens snaps at Danny for wearing out his machine further, and regresses Danny all the way to his childhood, when he was only six years
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takes a few steps backwards in terms of visual style and presentation. Other than a rather limited and lacklustre selection of new levels and StreetPass features, it also offers very little in the way of brand new bonus content, making it difficult to recommend to anybody familiar with its PSP
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the third best PlayStation Portable game and the "PSP Puzzle Game of the Year" for its Game of the Year 2007 awards. Similarly, IGN awarded Crush the "Best PSP Puzzle Game", "Most Innovative PSP Game", and "Best PSP Game No One Played" awards in their Game of the Year 2007 selections.
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Mottram stated that the crushing mechanism had been developed and refined for six months before developing the story and characters; the development team wanted to have "a normal person in an impossible situation". The art and level design were inspired by
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won the 2007 Develop Conference Industry Award for "Best New Handheld IP". According to Paul Mottram, positive reception of the game did not translate into high sales, but the game "will hopefully stick around for a while and continue to shift units".
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old, against Danny's own will. In the end, Danny reveals that he was left home alone during his parents' date night, with disturbing shadows of the night leaving Danny traumatized. Danny discovers that his childhood fears at that time, principally his
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level structure and I am sure that fans of the game would be eager to see more levels." Mottram has stated they would like to market a sequel based on the highly positive feedback they had received; however, with other Zoë Mode projects such as
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his mental explorations if he falls off the level or too high of a surface, is touched by a monster, or fails to stop a timer, but the C.R.U.S.H. device reinserts him at the start of the level or the last checkpoint Danny passed.
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s Dan Whitehead commented that the game introduces these elements too quickly and "doesn't give you much time to put the basics into practice". Some critics found that elements of the game detracted from the game's uniqueness.
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between four directional side views and a top-down view at any time while in 3D. When in these views, the player can have Danny "crush" the level, collapsing all 3D elements into 2D; crushing from side views results in a 2D
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a score of seven out of ten and called it a "puzzle game that genuinely surprised me at how brain teasing the game actually is." 411Mania's Adam Larck gave it a score of 6.6 out of 10 and said, "For a puzzle game,
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We tried to avoid cliched games themes and to look elsewhere for inspiration; Tim Burton and Mike Mignola helped inspire the art style. Escher and other surrealist artists helped inspire the level design.
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in their list of the 100 most overlooked games of its generation. Editor Jason Fanelli stated that the ability to switch from 2D to 3D was "one of the most unique (at the time) features we’ve ever seen."
2008: 219:, who uses an experimental device to explore his mind and discover the cause of his sleeplessness. Each level of the game, representing events from Danny's life and inspired by artists such as 384:
Throughout the levels are scattered large spheres and cylinders, which the player can roll when crushed appropriately. These can then be used as platforms or to depress switches.
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is the ability to transpose the layout of a level between 2D and 3D representations to reach seemingly inaccessible areas and solve the game's puzzles. The player can switch the
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received positive reviews upon release, with critics praising its incorporation of this dimension-shifting component alongside other aspects of the game presentation. Though
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views, allowing the player to reach platforms and locations inaccessible from within a different view. This element was noted by critics to be similar to one in
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called the game a "cognitively rewarding, expertly designed puzzle experience that truly plays like nothing else". Reviews were mixed on the game's
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was announced in January 2011 and was made available in January 2012 in Europe; in February 2012 in Australia; and in March 2012 in North America.
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the PlayStation Portable's controls. Reviewers found the game's story poor, but this was overcome by the gameplay elements; Charles Herold of
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won several gaming awards, including PSP game of the month, it failed to meet the developer's sales expectations. A port of the game for the
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said that the game "satisfies the innate gamer need to express the world in easy-to-manipulate numbers and objects."
2365: 424:. The plot was originally more morbid than in the final product, with Danny dying and the rest of the game told as 2340: 2310: 1458: 1310: 560: 337:
shown in the 3D perspective. The multi-colored marbles (bottom right) and a trophy "thought" (left) are visible.
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s Liam Martin gave it three stars out of five and stated: "Despite the five-year gap between releases,
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had not yet been revealed, and thus the team was surprised to learn that it shared a similar feature.
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places Danny under hypnosis, during which he can regain control of his sanity by collecting his
250:, also released in 2007, though the Zoë Mode team had envisioned the concept five years prior. 2260: 2205: 1507: 1474: 1343: 1126: 1048: 857: 404: 246: 1581: 864:. The PSP version was highly praised for its innovative approach to gameplay. Ryan Davis of 227:, requires the player to control Danny as he collects his "lost marbles" and other thoughts. 1041: 167: 2062: 1612: 1585: 1414: 1376: 1104: 545: 286:
retain the same gameplay mechanics and premise, the two versions feature different plots.
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said "the minimal story is as forgettable as its puzzles are ingenious." Gus Mastrapa of
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for owing "very little of its novel concept to games that preceded it". Nick Suttner of
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from simply "crushing" across the level. Mottram noted that during the development of
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The protagonist of the game, a young man named Danny, suffers from chronic
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gave it a score of three sevens and one six for a total of 27 out of 40.
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s primary gameplay feature involves manipulating each game level between
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a nominee for "Best PSP Game" in its Game of the Year Awards 2007.
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taking precedence, he does not know when this could be.
215:. Its protagonist is Danny, a young man suffering from 2148:"GameSpy's Game of the Year 2007 - PSP Top 10 (Crush)" 1763:. Vol. 275. January–February 2012. p. 86. 1337: 1335: 1277:"Interview: Paul Mottram, Zoë Mode senior producer" 178: 166: 89: 73: 61: 49: 35: 1311:"Interview: Crush Executive Producer Paul Mottram" 1235: 1233: 1231: 1229: 1227: 2032:"The 100 most overlooked games of the generation" 1120: 1118: 1116: 1114: 964:gets it right where it counts." In Japan, where 1896: 1894: 1861: 1859: 960:counterpart. Despite its shortcomings, however, 2206:"2007 Develop Industry Award Winners Announced" 982: 976: 685: 1929: 1927: 1825: 1823: 856:received "average" reviews, according to the 8: 1344:"Media Consumption: Zoe Mode's Paul Mottram" 1162: 1160: 1158: 1156: 1154: 813: 626: 503: 2356:Video games developed in the United Kingdom 2265:: CS1 maint: numeric names: authors list ( 1565:: CS1 maint: numeric names: authors list ( 1279:. Sega Nerds. June 11, 2007. Archived from 1271: 1269: 511: 502: 471: 462: 41: 32: 1789: 1787: 1304: 1302: 1300: 1298: 1254:from the original on September 28, 2012 1060: 2258: 2247:from the original on November 21, 2020 2042:from the original on February 14, 2014 2011:from the original on September 5, 2012 1619:from the original on September 9, 2015 1592:from the original on November 21, 2020 1558: 1501: 1499: 1181:from the original on February 14, 2012 968:was ported for release under the name 2216:from the original on October 15, 2012 2127:from the original on January 13, 2017 2115:IGN PlayStation Team (May 31, 2007). 2069:from the original on January 13, 2017 1844:from the original on January 13, 2017 1738:from the original on January 13, 2017 1650:from the original on January 18, 2013 1389:from the original on January 13, 2017 1356:from the original on October 17, 2012 1317:from the original on January 13, 2017 1139:from the original on December 4, 2013 1080:from the original on January 12, 2012 508: 468: 7: 2361:Video games inspired by M. C. Escher 2030:Fanelli, Jason (December 19, 2013). 1707:from the original on October 6, 2008 1342:Wallis, Alistair (August 28, 2007). 1002:PSP Game of the Month for May 2007. 852:received "favorable" reviews, while 507: 467: 431:The game levels were developed on a 1912:from the original on April 16, 2012 1514:from the original on April 22, 2016 1508:"Famitsu Review Scores: Issue 1211" 1375:Nakamura, Darren (April 24, 2012). 687: 458: 1879:from the original on July 20, 2015 1473:Phillips, Tom (January 13, 2012). 1456:EGM staff (August 2007). "Crush". 778:PlayStation: The Official Magazine 25: 1997:Herold, Charles (June 14, 2007). 1830:Martin, Liam (January 20, 2012). 1808:from the original on July 6, 2007 1506:Romano, Sal (February 14, 2012). 1441:Edge staff (July 2007). "Crush". 1068:Caoili, Eric (January 19, 2011). 984:Naitomea Pazuru: Kurasshu Surī Dī 815: 628: 2061:Poxon, Ryan (January 20, 2012). 1533:Hamster 4 Sale (June 25, 2007). 834: 829: 824: 819: 814: 706: 701: 696: 691: 686: 647: 642: 637: 632: 627: 2351:Video games about mental health 2204:Boyer, Brando (July 26, 2007). 2175:"IGN Best of 2007 - PSP Awards" 2146:GameSpy staff (December 2007). 1979:from the original on 2012-04-07 1794:Mastrapa, Gus (June 18, 2007). 1699:Hopper, Steven (June 6, 2007). 1676:. June 10, 2007. Archived from 1638:Graziani, Gabe (May 28, 2007). 1485:from the original on 2015-05-18 1408:Edge staff (January 12, 2012). 1240:Whitehead, Dan (May 24, 2007). 1167:Dunham, Jeremy (May 31, 2007). 2235:1Cmanny1 (December 27, 2007). 1934:Suttner, Nick (May 29, 2007). 1200:Keller, Matt (July 21, 2007). 1: 2117:"Game of the Month: May 2007" 1967:Orlando, Greg (August 2007). 1780:. September 2007. p. 79. 1611:Hudak, Chris (June 5, 2007). 1309:Modojo staff (July 9, 2007). 360:The main gameplay feature of 2088:Larck, Adam (May 20, 2012). 1726:Burman, Rob (May 25, 2007). 1125:Davis, Ryan (June 5, 2007). 2173:IGN staff (December 2007). 1580:Kevin S. (March 28, 2012). 1462:. No. 218. p. 84. 1445:. No. 177. p. 93. 1070:"Sega Porting Crush To 3DS" 983: 2382: 2331:PlayStation Portable games 2092:. 411Mania. Archived from 971:Nightmare Puzzle: Crush 3D 2346:Single-player video games 2150:. GameSpy. Archived from 1867:"CRUSH3D for 3DS Reviews" 1832:"'Crush 3D' review (3DS)" 1459:Electronic Gaming Monthly 977: 561:Electronic Gaming Monthly 521: 516: 481: 476: 40: 1107:. p. 4. ULUS-10238. 1101:Crush Instruction Manual 207:studio and published by 2321:Perspective video games 2090:"Crush 3D (3DS) Review" 1902:"Crush for PSP Reviews" 1701:"Crush - PSP - Review" 350: 338: 344: 332: 2185:on December 31, 2007 2154:on December 20, 2007 375:top-down perspective 213:PlayStation Portable 197:puzzle-platform game 80:PlayStation Portable 2096:on January 13, 2017 2065:. The Digital Fix. 1615:. Game Revolution. 1547:on February 2, 2008 1422:on January 14, 2012 1212:on January 18, 2013 978:ナイトメア パズル: クラッシュ 3D 505: 465: 366:third-person camera 2336:Puzzle video games 2316:Nintendo 3DS games 2004:The New York Times 1948:on January 2, 2013 936:s Ryan Poxon gave 909:The New York Times 858:review aggregation 463: 402:, the gameplay of 351: 345:The same level in 339: 201:Kuju Entertainment 1774:"Review: Crush". 1728:"Crush UK Review" 1582:"Crush 3D Review" 1377:"Review: CRUSH3D" 1099:Zoe Mode (2007). 1049:Super Paper Mario 846: 845: 501: 500: 405:Super Paper Mario 247:Super Paper Mario 188: 187: 16:(Redirected from 2373: 2341:Sega video games 2311:2007 video games 2283:Zoë Mode website 2271: 2270: 2264: 2256: 2254: 2252: 2232: 2226: 2225: 2223: 2221: 2201: 2195: 2194: 2192: 2190: 2181:. 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Index

Crush 3D
The game's cover shows the word "CRUSH" with the main character, Danny, dressed in a bathrobe and wearing a strange helmet, amid floating blocks of various colors and sizes.
Developer(s)
Zoë Mode
Publisher(s)
Sega
Platform(s)
PlayStation Portable
Nintendo 3DS
EU
NA
AU
EU
AU
NA
Genre(s)
Puzzle-platform
Single-player
puzzle-platform game
Kuju Entertainment
Zoë Mode
Sega
PlayStation Portable
insomnia
Tim Burton
M.C. Escher
3D
2D
Super Paper Mario
Nintendo 3DS

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