Gridders: review by Christopher Songer
Review by Christopher Songer <songer@ovation.lexmark.com>
Hi!
Well, my wife and I picked up Gridders for the 3do late last
week. After battling for the controller for a while (I'm still going
through Shockwave on Wingman) she finally managed to get Gridders into
the drive and start playing. Since we have not solved the game, I
certainly can't claim that this review is exhaustive -- but I think we
have played enough that at the least we've gotten the general feel for
the game.
Overview:
Gridders is a real time, direct control puzzle game available for
the 3dO. When playing the game, the player takes the roll of Zack, a
laid off worker, investigating the goings on at the place of his
former employ. The company makes and subsequently stores in its
basement moving blocks or "gridders". It is Zack's goal to pass each
level of the factory and get to the bottom to find out what's
happening there.
Gameplay:
In Gridders, the player moves Zack along ninety degree lines
around a 16 x 16 playfield. On each level he must retrieve from the
floor a certain number of green pyramid "keys." Once the proper number
of keys have been found Zack can go to the exit and pass on to the
next level.
All of this would be trivial if not for the presence of the
gridders. These cubes roll across the playfield in regular patterns.
All gridders are not created equally, of course. Some will injure Zack
if he blocks them -- some will not. Some move of their own volition --
some do not. Most important of these properties, however, is the
ability to pickup the green keys. A gridder rolling over a green key
will pick the key up. Its representation on the playfield then
acquires a green triangle on its faces letting the player know that
the gridder is carrying a key. Some gridders come onto the playfield
carrying keys. When a gridder is blocked for a short period of time it
will drop the key in the space it presently occupies. If left on that
space it will pick the key back up.
In addition to gridders one also shares the factory floor with
various "roving meanies." There are robots which pick up beneficial
items before Zack can retrieve them. There are robots which hunt for
Zack and injure him when they catch up with him. Finally there is
Zack's helpmate -- a dog with a penchant for pointing to useful items
left on the grid.
The floor itself can be tiered. Zack can climb onto some tiers
but others are too high. For these, elevators can carry both gridders
and Zack up to the higher levels. From these higher levels Zack can
walk on top of the gridders using them as bridges. He can push certain
gridders off squashing them on the floor.
Cinema Graphics:
The cinemas in Gridders are simple in their cartoonish nature.
They are quite appropriate for the game -- but to not seem to carry
the zing that the cinema graphics in titles such as The Horde and
Sackwave have. But then it's a puzzle game. A great overbearing theme
is probably not appropriate.
Gameplay Graphics:
The gameplay graphics are very good within their functional
contraints. The gridders are cubes rolling across the floor from
square to square. On the faces of the cubes are various textures which
indicate the type of gridder. The angle at which the factory floor is
presented to the player is fixed but the player does control the zoom
on the screen. One can zoom so close that one wonders for what in the
world such a close view would be useful. One can zoom so far that it
is very difficult to take in everything. (Though this last prespective
is often useful in discovering the "big picture.") It is worth noting
that even at the highest and lowest zooms, the pieces remain
non-pixelated and recognizable. The character animation for Zack and
his dog is done in a cartoon style. The characters move smoothly as
one has come to expect for 3dO games.
Sound:
It would be possible to argue that sound on a puzzle game can do
much to hurt the game but not much to help. Still, the background
music on Gridders is quite catchy. There are a variety of tunes and
they all add to the game. The effects are again appropriate for a
puzzle game. The very game genre implies that large loud and
impressive sounding effects are not really appropriate. Still, the
sound effects are well done and help the game considerably.
Impressions:
Gridders is a fun puzzle game. The realtime direct control is a
healty and diverting change from the non-realtime indirect control of
the Incredible Machine also available for the 3dO. At the same time,
this realtime element does not lead to control frustration that other
realtime games such as Lemmings have. If you figure out what needs to
be done to solve a level, you are unlikely to be hampered by an
inability to control Zack to execute your plan.
To me, this game is most reminiscent of Lolo on the NES and
Chip's Challenge on the Lynx -- both games which my wife and I greatly
enjoyed. If you enjoy puzzle games, Gridders is a winner.
There is however one major difference wherein this game shines
over these others. The motion of the gridders and the ability to look
at the motion from an overall perspective gives this game a twist that
the others do not have. There are often many gridders rolling along
the playfield at once. So many in fact that it is difficult to examine
all the motion on the floor in an analytic fashion. As a result, one
spends time examining the level from a systemic point of view first --
looking for those areas of the floor where one should apply more
analysis. It is a much "fuzzier" experience than the sharply defined
microcosms in those other games.
- Gameplay: 10 (Good concept and control)
- Cinema Graphics: 7 (Good but not stellar)
- Gameplay Graphics: 8 (Completely appropriate for the game.)
- Sounds: 9 (Completely appropriate for the game.)
- Fun: 9 (A good time if you like puzzles.)
Anyway,
-Chris
michel.buffa@cmu.edu