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Review:
Professor Heinz
Wolff's
Gravity
Graham Jones
gets hit on the head by
an apple...
Big
red buttons. They must be pushed. It’s a pretty standard
law that everyone is well aware of, I’m sure, and this is
the basic premise of the latest puzzler to hit Nintendo’s
handheld console, which is named after another of the
universe’s eternal laws - Gravity.
The game is made up of a hundred or so levels, each
featuring one of the aforementioned big red buttons. A quick
stab of ‘A’ on your DS causes either a ball or a cart to
be dropped into the level, and it’s your task to ensure
that this in turn triggers the button to be pressed by
arranging a variety of objects to construct bridges or
create a falling domino effect. It’s a very simple set up
which I had hoped could provide some interesting and
entertaining brain-teasers if done correctly. Unfortunately,
it isn’t.

If you’re going to name a game Gravity,
you’d have thought it would be fairly important to build a
robust and satisfying physics engine from the outset.
Developers Deep Silver have, however, left in far too many
irritating issues with regards to the way objects behave in
each level, which all add up to leave this integral part of
the game somewhat lacking. It’s a difficult problem to
describe as you’ve got to ‘feel’ it. Some objects
behave as though they are too heavy, others too light, and
most of the games pieces move as though they are at the
bottom of the ocean.
"... all
the subtlety of a sledgehammer..."
The DS touch screen is used throughout the game to
select and position the various blocks and poles needed to
solve the puzzles albeit in a very clumsy manner. When
attempting to stand a block on its end while constructing a
bridge or tower (or whatever is needed), it can take many,
many frustrating attempts to arrange the pieces in the
correct formation, as the controls simply don’t allow the
required level of delicacy. It becomes increasingly
infuriating to see your solutions repeatedly falling apart
just because the control system has all of the subtlety of a
sledgehammer.
This doesn’t mean that there’s no fun to be had here.
Despite the shortcomings described above, I found myself
quite enjoying the first 30 puzzles or so, but the
lackluster level design and lack of diversity in the tasks
at hand soon became tiresome and repetitive. Once boredom
sets in with a game which possesses so many basic flaws, it
becomes less of a game and more a chore. On a system with
literally hundreds of puzzlers to choose from, Gravity
falls well short of the mark. These big red buttons are best
left well alone.
DEVELOPER: Vicarious
Visions
PUBLISHER: Activision
FORMAT: DS (reviewed) / Wii / PC
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PHYSICS
FALLING
FOUL
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