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3DS

NWR Staff's Favorite 10 Games of 2012

Crashmo

by Tom Malina - January 7, 2013, 12:28 pm EST

Once those blocks drop, you just can't stop...playing Crashmo.

‘If it ain’t broke, don’t fix it.’ The ethos of sticking to a tried-and-tested formula has become more and more pervasive in today’s sequel-driven video games industry. To be fair, it’s a reliable approach to game design; Nintendo itself has built its legacy on the backbone of its stable base of franchises, forever updating the classic ideas that people still know and love. So it came as a huge surprise when, just one year after Intelligent Systems’ colourful puzzle platformer Pushmo (known as Pullblox in Europe) was released on the 3DS eShop to critical acclaim, a follow-up arrived in the form of Crashmo (known as Fallblox in Europe) – and it reinvented just about everything established by its predecessor.

To an avid fan of Pushmo, the differences might not be so obvious from glancing at these screenshots. At a macro level, the player still has to guide the bulbous sumo wrestler protagonist Mallo through hundreds of elaborate, abstract structures to reach the goal. But right from the first stage of Crashmo, it is readily apparent that the very fundamental nature of how the game works is completely different from the one that came before it.

In every puzzle, each individual block shape on the playing field can separate from the others, and if there is nothing underneath to support them, the blocks will fall. Whereas the structures were predefined in the previous game and it was simply up to the player to figure out a way to climb, these new rules in Crashmo, particularly the effect of gravity on the blocks, mean that it is now the player’s job to create their own structure that will enable them to reach the bird signifying the end of each stage.

It is initially a weird concept to wrap your head around, especially if you logged considerable time adapting a mind-set for Pushmo. Once you start to understand the intricacies of Crashmo, though, it feels almost impossible to go back. After the basic tutorials, the game wastes no time in getting to the challenging puzzles, introducing new mechanics like anti-gravity blocks and warp points at a good pace before mashing these ideas together just as you started to think you had mastered them individually. However, the difficulty never becomes overwhelming thanks to a wealth of helpful tools, including advanced camera controls, a time rewinding function and the ability to skip to the next stage at any moment.

The optional training levels, meanwhile, are useful for teaching the tricks of building a stairway out of seemingly nothing, allowing you to apply those tricks in more complicated scenarios in the main mode. It’s a game that requires astute spatial awareness and pattern recognition to conquer, but also allows players to adjust the difficulty curve and progress at a speed that suits them, with no penalty discouraging them from doing so.

Most importantly, Crashmo holds the qualities of the most successful brainteasers, in that it engenders feelings of both intelligence and stupidity, often simultaneously. Towards the end, Pushmo started to produce monolithic, twisted levels that, in practical terms, needed some degree of brute force to solve. This game, on the other hand, appears to be simpler at face value, with the puzzles frequently containing only a handful of components.

But that’s the deceptive genius of Crashmo; it is without a doubt more difficult than its forebear, and as a result, it’s all the more satisfying when you finally figure out that one area that had you scratching your head for hours. You will feel like an idiot for taking so long to put together what suddenly looks like such an easy solution, yet at the same time feel like the smartest person in the world for devising what is actually a measured solution to a carefully crafted puzzle.

Crashmo is the quintessential example of a Nintendo game. Underneath the infinitely accessible atmosphere of friendly characters, sugary-sweet visuals and cheerful music lies a game of great depth and finesse. For this reason, Crashmo is one of our top games of 2012.

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Talkback

spitmanJanuary 07, 2013

Skylanders Giants

Pixelated PixiesJanuary 07, 2013

Crashmo is a slice of perfection. It's right up there with Beat the Beat, The Last Story and Hotline Miami as one of my top games of last year.

As for Little Inferno.

"It’s a very well-rounded product, and while it may never be clear whether it’s a game or not, what can’t be argued is how enjoyable it is."

Desire...to...buy game...just to...make...point...rising!
:P: :

Truthfully though, I have no intention of ever buying Little Inferno.

purevalJanuary 07, 2013

Crashmo I am kind of meh about. I enjoyed it, but I got stuck way too often and finally gave up pretty darn early. Just could not change my mindset.


Little Inferno I am absolutely loving. Think of it as a puzzle game and I think you will get it. It is my favorite of the Wii U games I have gotten so far (Batman, NSMBU, Nintendoland and Sonic Racing).

coffeewithgamesJanuary 08, 2013

I don't even like mentioning one part of the game mentioned in the piece, as I hope it's a "surprise" to many new players of it.


I usually refer to it as "Bacon", and if you have played it you may know why.


I thoroughly enjoyed my time with ZombiU, and fortunately I didn't hit/experience any "game breaking" bugs or glitches in, that being said though I do hope Ubisoft releases a patch to fix some of the glitches. I think a patch fixing the issues would help new players not get frustrated with it, and I could take out my default, "It's not perfect, you may experience glitches that cause you to have to start over..." lines here and there, but I'm very glad to see ZombiU see the light of day, and I do hope we get more of it in the future...in some fashion.



DarthBradyJanuary 08, 2013

I wanted a Wii U very badly upon release, but there wasn't a game I didn't already have or couldn;t wait to get. So I bought a Wii U, and took a chance by making ZombiU my first Wii U game purchase. That was a great choice.


ZombiU is a fresh and challenging take of a Zombie game. In a world flooded with Zombie games, it really stands out, and shines. It easily justified the usefulness of the new Wii U game pad, and yes - it scared the hell out of me too.I have tried to explain the game to curious non-Wii U owning friends, which can be a challenge in it;s own right. It usually goes something like this:


"ZombiU, is a zombie survival challenge game. It's not like other zombie games in a sense or 'guns blazing zombie-slaying hero', at all. You don't run around picking up crates of ammo and items - in fact, anything you find you cherish as a survival too no matter how simple it is, whether its 2 bullets or a can of soda. ZombiU sets you in a world taken over by zombies. Mankind's fate, (as well as yours) seems desolate and hopeless. You are alone. You are outnumbered. You are unprepared. You don't get to try or do anything over. You are screwed.You WILL die in this world, and you will die alone. The only connection to any other form of sentient life a mysterious voice on the radio. SO, you have two options: give up and die, or die a warrior that gave his/her all to the fight on the way down. Fight as long and hard as can, with one goal: SURVIVE. You have a cricket bat, a motion sensor and a backpack - good luck."


- I think that sums it up.

AVJanuary 08, 2013

ZombiU is exactly my cup of tea and I am enjoying the hell out of it. I love true survivor horror and resource management in my FPS's and this is everything I would have wanted. So glad I have this game.

Pixelated PixiesJanuary 10, 2013

The best Mario platformer in 21 years?

Ha! You guys crack me up.

*2D platformer

xcwarriorJanuary 11, 2013

None of these comments make sense with Kid Icarus, but I for one totally agree. It's was a great game and only The Last Story beat it out for my GOTY. I've gotten so used to the controls I don't consider them an issue anymore. Great dialoge, awesome levels, multiplayer is tons of fun. Love fusing weapons together. Just so much replayability to it. Still playing it multiple times a week.

MrPhishfoodJanuary 11, 2013

I tell ya in Kid Icarus I spent hour and hours crafting the perfect weapons.

Like the phosphora bow that already has the best homing shots of any weapon with passive paralysis, the one I made had even more homing and paralysis. It was almost impossible to evade my shots unless you were already in the evade animation.

Because of that article, I might go on an Uprising bender. Fuuuuu!

acccJanuary 12, 2013

One of the last significant titles for the Wii, (Rhythm Heaven) Fever is leagues more spirited and exciting than the fading console on which it was released

What kind of comment is that? Just because the Wii is at the end of its life, doesn't mean that the console was lacking in spirit or excitement. Especially when you compare it to the alternative consoles, which delivered nothing but boring FPS games with ugly colorless graphics and stagnant control schemes.

I think it's a perfectly accurate statement, but I'd argue it also applies to the other two consoles. All three of them have faded over the course of an extra-long console cycle.

Pixelated PixiesJanuary 12, 2013

This is nothing new for Nintendo fans. We're very familiar with the concept of having little or no releases towards the end of a console's life cycle. I'm sure some might point to other games, but in my opinion the last 2 years of the Wii has given us a total of 4 noteworthy releases.

Xenoblade
The Last Story
Skyward Sword
Rhythm Paradise/Rhythm Heaven Fever

As good as those games are, 4 releases does not a health release schedule make. During the same period the 360 and PS3 have had much more to offer in terms of quality retail releases (contrary to what some might have you believe not everything released on these consoles are drab First Person Shooters).

It should not be surprising that Nintendo turn off the water for an outgoing console, but it's always disheartening that they seem to do so with so many months still on the calender before the sucessor is even released. I appreciate that there is always going to be certain drop off in support in the lead up to a new console release, but Nintendo's approach seems to be very precipitous indeed.

Or perhaps it just seems more sudden because Nintendo don't seem to be able to garner the same level of third party support that the other console manufacturers have.


VahneJanuary 12, 2013

Still sad that we never got Pandora's Tower in America :'(

StealthJanuary 13, 2013

this is no step forward for rpgs, its just another good rpg

pokepal148Spencer Johnson, Contributing WriterJanuary 13, 2013

nobody is complaining about kid icarus controls

Pixelated PixiesJanuary 13, 2013

Quote from: pokepal148

nobody is complaining about kid icarus controls


I complained incessantly when it was released (I think Uprising boasts one of the worst control schemes on the 3DS). I liked everything about Uprising except for the part where I had to play it. The visuals are incredible, the voice acting is top-notch and level designs are inventive and surprising. Those controls, however, were for me awkward and at times painful. Of course, not everyone takes that view but that was my experience with the game.

I'm still torn between Sticker Star and Uprising as to which was more disappointing.

pokepal148Spencer Johnson, Contributing WriterJanuary 13, 2013

i feel like some plastic grips or the xl would help

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