Crush | First/Blind Playthrough | Part 5/17

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What is Crush?

Crush is a 2007 puzzle platform game developed by Kuju Entertainment's Zoë Mode studio and published by Sega for the PlayStation Portable. Its protagonist is Danny, a young man suffering from insomnia, 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 Tim Burton and M.C. Escher, requires the player to control Danny as he collects his "lost marbles" and other thoughts.

Crush 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 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.

The main gameplay feature of Crush 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 third-person camera 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 platformer-like view, while crushing from the top-down view provides a 2D top-down perspective.

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.

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 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.

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. Jigsaw pieces 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.

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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