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Review
By: Jared
Black
|
| Developer: |
Blue
Planet |
| Publisher: |
THQ |
| #
of Players: |
1-4 |
| Genre: |
Puzzle |
| ESRB: |
Everyone |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
8-22-02 |
In the video
game realm, perhaps no other franchise is as much of a sure thing
(save for Final Fantasy) sales-wise as the Tetris
franchise. What almost single-handedly started the original Game Boy
towards massive sales has made an appearance on every single console
since (including the NUON platform), and met with good sales each
time. It’s really hard to screw up a game of Tetris, but this is
about as close as anyone’s gotten.

Strangely, this
version’s major problem was also found in the Game
Boy Advance version…and yet for some reason it didn’t bother
me there. I noticed it, but didn’t even feel it was worth
mentioning as it wasn't that tempting to do. The problem: once
reaching the bottom of the playing field a piece can be spun around
infinitely. Not only can it be spun around, but also in most cases
it can actually scale back up the playing field over adjacent pieces
with enough spinning. In other words, all of the challenge (what
really draws a player into Tetris in the first place) is effectively
removed from the game. Place a piece in a bad spot? No problem, just
realize it before you the piece settles and start spinning it wildly
until you get it to where it really should go.
One could argue
that this isn’t really a problem at all; after all, if the player
doesn’t like it then they don’t have to do it. The real issue is
that the temptation is simply too great. We all want to be winners,
and to have that kind of thing available to use within the
parameters of the game makes it all too easy to take advantage
of. Additionally, it can be taken advantage of accidentally if the
player attempts to make a last minute turn before a piece is placed.
A simple switch to turn this off would’ve been sufficient, but as
it stands now it’s flawed.
Tetris Worlds
has all of the game modes any Tetris nut would want. These include:
normal Tetris, Sticky Tetris (same colors stick together), Fusion (a
special block needs to be cleared), Hot-Line (specific lines are the
target), Square (create 4x4 block squares and clear lines with
them), and Cascade (pieces fall when not supported from below).
These are playable in both a story mode and an arcade mode.
The graphics
are, umm, unnecessary. Much like the GBA version, the background
"worlds" are often pretty distracting and detract from the
Tetris experience. As your performance changes, elements in the
background change and morph as well. They aren’t quite as "in
your face" as the portable version, but they’re annoying none
the less. There's a lot of wasted space on lackluster
"worlds" that could be used to make things easier to see
or display additional important information.
The nature of
Tetris means that the sound effects are going to be minimal, so
naturally a kickin’ soundtrack is needed to fill the void. The
New Tetris and Tetrisphere both did it right, while this
game does it completely wrong. Tetris Worlds tries to largely
imitate the techno sound of those two games, but almost every track
in the game feels uninspired and trite. The quality of each track is
actually decent, but the same beats are repeated so often that it
grows tiring very quickly. Even the freeware game Acid Tetris
is worlds (pun unfortunately intended) beyond this effort in the
soundtrack department.
Highs:
- This version
offers up more variations of Tetris than most other
versions.
Lows:
- The
"endless spinning" addition to gameplay is really a
huge subtraction.
- The worlds
are uninteresting to look at, and distract the player from the
game at hand.
- The
soundtrack is lame.
Final Verdict:
If you don’t
mind having almost all of the fun sucked out of Tetris, then
this is your game. It takes a lot of effort to make a Tetris title
that's overall slightly below average (a score of 5), but here we
are.
Overall Score:
4.1
Additional
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