A Force of Attraction- Gravity Crash Review

SeanNOLA’s Take: 30 years ago, vector-based arcade games were all the rage.  For the readers who can’t remember that far back (and I’ll admit to not being among you) these games, such as Asteroids and Lunar Lander, were typically straightforward and one-dimensional affairs, asking the player to perform one task, such as landing an moon craft, breaking down space rocks or navigating a jagged maze without touching the sides.  Gravity Crash takes elements from a handful of these old vector games and combines them to make one ultra-stylized tribute to the early 1980s.

Gravity Crash
may be one of the most straight-forward games on the PlayStation Network: you fly a ship, collect items, shoot anything red and try not to touch the sides.  Each mission has a specific type of item that has to be collected or destroyed in order to proceed, but to get a higher score you’ll find yourself exploring every nook and cranny to find every gem of every color before finding the exit.  There are two control schemes to choose from, a “classic” control scheme, which will feel familiar to d-pad jockeys of a different era, while a dual stick scheme is available for people who have become familiar with the Robotron covers of late.  Both methods are intuitive and responsive, but there I personally feel that there is something very therapeutic about rapidly flicking the right-stick – an underutilized mechanic if ever there was one.

Gravity Crash comes stocked with a level-editor, which will feel very familiar to fans of Little Big Planet.  The level editor is both robust and intuitive enough to allow gamers to build a fully playable and cohesive level, complete with enemies, collectables and secret passages, in just a few minutes.  For those of you who scoff at level building, you certainly can’t deny that a steady stream of user-created levels will keep this game off the proverbial shelf for a long time.

Despite its straightforward presentation, there is a lot to do in Gravity Crash.  There are artifacts to collect, power ups to grab and even a Lunar Lander mechanic that you can use to pick up stranded crewmen.  Unfortunately, the game does very little to encourage the player to do any of it.  Every mission starts by saying “get/shoot X-number of Y” and over the course of the level, you will pass dozens of things that are not  Y, some of which are not worth points, that you will inevitably ignore in your quest to collect or wreck all the Ys you can find.  It gets particularly frustrating when you very carefully set your ship down on a plateau measuring 2-inches wide, only to collect a pack of thankless crewmen who don’t even have the decency to give you some points for your trouble.

If you consider yourself a shooter fan or if you get teary-eyed at the sight of something that references the Decade of Neon, then give Gravity Crash a try.  Those with the self discipline to endlessly collect without reward will find a great deal of content to keep them happy for years to come.

DesertEagle’s Take: Among E3’s endless array of 3D titles, each encroaching upon photorealism, was Gravity Crash. With its luminescent, faux-vector graphics, the title easily distinguished itself from its peers. Once, I got my hands on Gravity Crash, I found the game’s mechanics to proficiently evoke an amalgam of beloved arcade diversions. The title’s craggy environments hinted at Gravitar and Sub-Terrania, while the altruistic rescue of stranded civilians recalled Defender and Choplifter.

Gravity Crash’s storyline tasks players with being a cosmic custodian, performing a compulsory clean-up after an inequitable civil war. Each of the game’s thirty missions offers a single screen of instruction- from collecting a specified number of crystals, to destroying an enemy silo, which is all the impetus most veteran players will require. Each object is conveniently color coded- greens represent friendly units, while red are hostiles. As Sean mentioned, the scoring for each of these actions is perplexing. Small spotlights which invite fastidious demolition offer no point reward, as does scuttling any broken crafts that dot the playfield. At least, defeating unarmed enemy combatants earns a small bonus.

As players navigate around each environment, they will be confronted by the game’s moniker. Each planet has a gravitational field that pushes the player toward the bottom of the screen, and makes drawing a constant bead on a target unlikely. Opposing the downward force requires players to engage their craft’s afterburners, which is tied to a limited fuel supply. Although yellow crystals can be mined to replenish your energy, their appearance is often controlled. Occasionally, my ship’s fuel warning indicator would frantically wail, as I raced around the level, trying to recall where I had last spied a precious resource.

Those intimidated by the complexity of Little Big Planet’s level creator will be happy to note that the title’s editor is extremely intuitive; I was able to create a moderately interesting level in less than ten minutes. Thankfully, Gravity Crash doesn’t gimp the gadgetry- all of the game’s stages were built using the in-game toolset. Players may download creations made by friends or scour through the most popular levels, although the browsing interface is a bit sparse. I would have liked to see a thumbnail before blindly downloading a stage. Currently, some of the user-generated content rivals the quality of the in-game levels, which seems like a hopeful harbinger of the title’s future. 

For players who grew up during the era of arcades, Gravity Crash is a minor miracle. The game successfully recreates the elements of what made quarter-driven diversions so gratifying- intuitive goals, a healthy dose of destruction, all topped with a dazzling display of particle effects. Between this and PixelJunk Shooter, the Playstation Store is quickly gaining a significant edge over its competition.

About Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

50 comments

  1. A totally f’ing epic review. Keep it up guys!

  2. Guys, keep those double reviews coming. I love it.

  3. Keep this up, and I bet one of you guys will be writing for the new EGM.

  4. An unlikely candidate for the two-man teamup, but a good read regardless.

  5. I wouldn’t be surpised if this is going to be one of the best reviews of the game.

  6. All this sucking up makes me sick. I don’t care about this game at all. Looks boring.

  7. I like the way you say the editor is uncomplicated then show a crazyass blueprint.

  8. PSN is better than the XBLA? no way, dude!

  9. Great job, Sean and Desert! Looks like Asteroids to me, which I loved as a kid.

  10. This or Pixel Junk Shooter? Which is better?

  11. Sorry, but I think the game’s a rip off of the look of Geometry Wars.

  12. Did Shatter ever come to 360? Love that game!

    Just wondering!

  13. I love games like this. Thanks for the review!

  14. If only Sony would release a damn demo for the game, I could commit.

  15. Great write-up guys!

  16. Jeez, how many PS3 game’s have Gravity in the title? I’m waiting for WarGravity, Gravity of Darkness, and Final Gravity.

  17. Great review. Have a great Christmas, guys!

  18. Dude, vector games have been doing that ‘look’ for a long time now.

  19. “At least, defeating unarmed enemy combatants earns a small bonus. “

    Classic DesertEagle

  20. I hope you guys review Pixeljunk 4, too.

  21. Any possibility of this coming to the 360?

  22. PS3 fanboys

  23. Really great review, guys. You should start a magazine.

  24. The day PSN gets Shadow Complex, I’ll begin to think it’s close to competing.

  25. great review desert.Hmm damn,shoot I get pixel shooter or this :X.

  26. Get both. Best $20 you’ll even spend.

  27. This looks so much like PJ Shooter it’s not even funny. Why were these game released so close together?

  28. Don’t stop the two-man reviews, please!

  29. No Country for Old Gamers

    I’m pretty sure the answer is no to that.

  30. Thanks fore the review. Did TideGear play this?

  31. LOL @ the dildos in the level builder.

  32. Morgan W's Vijayjay

    Sound pretty cool. I think there was a PC game like this a few years ago.

  33. Great review.

  34. Miss Webb is that you?

  35. Adam Milecki - TideGear

    It’s upcoming!

  36. Adam Milecki - TideGear

    I haven’t gotten a chance to yet. You’ll hear why in an upcoming podcast. I have played the very similar Gravitron 2 on Steam… http://store.steampowered.com/app/21300/ …and I really dig that!

  37. Adam Milecki - TideGear

    We have a PJS review coming. Perhaps wait to read that?

  38. Awesome write-up! I bought this and am loving it so far.

  39. This looks so much like PJ Shooter it’s not even funny. Why were these game released so close together?

  40. Thanks for the tip. Man the mouse controls are kicking my ass, even with a sensitivity adjustment.

  41. Adam Milecki - TideGear

    Oh, keyboard or gamepad is the way to go.

  42. How are the explosions?

  43. Two man review?

  44. Cool, good review. Guys.

  45. I don’t think these guys are fanboys at all. Both liked the game, but noted a few problems with it.

  46. G4 are fools giving this a 3/5! Bought it yesterday, played 6 hours, made 5 levels. Well worth $10.

  47. Guys, what did you go to school for. I ask because of the title, which was pretty clever.

  48. I went to school for Architecture, and I believe Deagle majored in Communication (but don’t quote me on that one).

  49. Just bought it and loving it so far.

  50. Good review and i like it so far!
    will it comes in pc?

    HarryDsouza,

    3D Architectural Animation Services

    3D Exterior Architect Rendering