You probably wouldn’t expect it out of a 3DS eShop game, but Pushmo is one of the most satisfying and thrilling handheld games I’ve played this year. At times, it’s the puzzle game equivalent of scaling Everest, or this genre’s take on the epic boss fights of Shadow of the Colossus. The simple presentation and mechanics belie Pushmo‘s uncompromising difficulty and a fantastic level editor that has already spawned hundreds of intricate user-created levels. The game begins with your avatar pulling out basic staircases to reach the top of a small wall; by puzzle 100 or so, you’re moving entire towers and leaping along narrow ledges high above the ground.
As the title implies, pushing walls in is a major element of Pushmo, but just as important is pulling them out. Each levels starts off with a flat surface, and the challenge lies in figuring out which colored segments to move in what order, keeping in mind that there are three different planes along which you can move. Early on, this push/pull technique is used to make basic stepping stones leading to the goal (and a random living puffball in need of your aid). It’s fun, but you’ve seen similar block puzzles in games like Catherine and Cuboid, among many others. However, as the puzzles get taller and wider, the stakes become much greater as well. A handy rewind feature ensures that Pushmo is never too frustrating, but you’ll need to be patient and methodical when climbing up a multi-screen Christmas tree.
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