Crush: FACTSHEET

Crush Company Line

Coming exclusively to the PSP (PlayStationPortable) system, Crush features an all-new concept in multi-dimensional puzzle gameplay. A uniquely styled puzzle game that blends 2D and 3D graphics in an enticingly surreal environment, Crush is sure to present an addicting challenge! Set within a complex, hypnotic 3D world, players will use the game's unique crush mechanic to "crush" the environment and transform it into a more simplified 2D space. Once flattened, players are able to move to new areas to solve otherwise impossible challenges, and unlock secret items that were unobtainable in the 3D environment. Players will then "uncrush" the 2D environment and return to the 3D world.

Designed for a wide and varied audience, Crush tells the story of Dan, a man with a lifetime of unresolved issues and bottled up emotions that have turned him into a nervous insomniac who is too tired to turn his life around. Desperate for a cure, he turns to hypnosis. It is during this state that he is given one last chance to sort through the wreckage of his past, before he loses the last thing he has - his sanity.

Puzzle your way across 40 brain-twisting levels switching perspectives from 3D to 2D to conquer your challenges. Changing your perspective on things will do more than alter your view; shift platforms and objects, activate machinery, cause immense chain reactions in the environment and overcome your enemies - it's all in the power of perspective.

Features

* An all-new concept in multi-dimensional puzzle gameplay. Unique 'crush' mechanic allows players to change between 2D and 3D environments.

* Story driven puzzler. Features a unique main character with a lifetime of unresolved issues to unravel.

* Over 20 hours of brain teasing gameplay. Mind-bending puzzles will provide hours of entertainment for gamers of all levels.

* Stylized art and environments. Surreal environments and engaging storyline provide a unique gaming experience that blurs the line between puzzle and platform play.

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