Adam Hall // Tuesday, June 3rd, 2008
// Printable version 
Boom Blox review (Wii)
Steven Spielberg the master storyteller brings us a game about...alien invasions...massive natural disasters...no, er blocks.
Boom Blox should be very important to the Wii and, in general, all other games. Unfortunately, as is common place on Nintendo consoles - irrespective of complexity and challenge - there is always a few too many vibrant colours and cute, oddly-proportioned animals dancing around for the game to reach a maximum audience. Of course, this isn't Nintendo's or, in this case, EA's fault; some people just assume if there isn't an abundance of grey or brown caking the levels, the game's obviously aimed at the younger type of sucker.
When I told friends and family about me writing this review I wasn't confronted with statements like, “It's awesome, huh?” Instead, time after time, I was responding to borderline sarcastic “Is it any good?” I'm sure I must have indoctrinated a respectable sum with my theatre-worthy advocating performance, but my reach within the physical realm is limited, so heed my call in the digital!
Less is More
Boom Blox silences a room, especially if you're the only one in it, but even when your friends and family surround you finding methods to destruct fully collapsible block towers with one toss of a ball has a surreal, unifying effect. What makes the game so intriguing is largely out of the hands of EA or movie-making behemoths; though they deliver the puzzles, the routes to success are within the minds – and hands - of the beholder. You decide which block to hit first; or which to drag slowly out of its load-bearing position; or which bomb block you think will do the most collateral damage. Trial and error are obviously key, but it's never tiring to see Newton's physics at your fingertips.
You are given the pre-built towers and the aim to win Gold, Silver or Bronze depending on a variety of factors such as time, number of throws and minimum negative blocks dropped. With a targeting reticule that locks on to whatever you wish by holding A, you must make a throwing motion and release the button at the critical point – which decides the speed and power. You can also move the camera around 360 degrees by holding the B trigger button to get better views and angling on shots.
Blox, pl0x...
The simplicity of the formula resonates amidst a market of bigger, more complex games, and the evenly paced tasks make for a superb level of accessibility. In fact, the game is so enjoyable to play that it cut marginal sections out of my time with GTA4. That's not to say it's superior, or that they should be compared in any way, but it's indicative of Boom Blox's power to divide and disrupt regular conduct – and how willing I am, and you should be, to let it.
With 300 levels to approach – straight forward or with a semblance of a storyline – the ruptures are plentiful. However, unlike many puzzle games, the features are open to the player from the start. Though you must complete a level to progress to the next, EA hasn't held back the game modes for later unlock because, ultimately, the incentive to continue is wonderfully intrinsic.
Whether you're ready for multi-player or create mode before, after or during the single-player campaigns, they're available for action from the get-go. Though some MP modes are detestably reminiscent of classic Point Blank type gun games, the four-player challenge that pits everyone against each other in a tower-collapsing extravaganza is a truly commendable investment of your post-pub hours.
Blox Art
The vibrant, almost psychedelic appearance of the game adds even greater appeal, alongside sufficiently tempering frustration caused by the pressure of getting gold on everything. As I've mentioned, the sickly sweet colour spectrum might arouse the jock in some of you, but for those less reliant on a game's aesthetic it's a real treat.
I'd like to write the same thing for the game's audio, but there's so little to it that it's difficult to write anything at all. That's not derogatory, though. In actuality, the quantity of music and sound effects in Boom Blox is minimal, but this is simply indicative of EA being in the know about frustrated gamers not wanting to repeatedly listen to the same elevator-esque music when there are towers to collapse. What the sound does it does well, but it's barely noticeable or even significant in game, and that suits us just fine.
Blox Out... !
Really good, easily approachable games are pretty hard to come by – especially on the Wii, but Boom Blox is a triumph in many respects. Whether you're playing on your own or with your friends or family, the game's difficulty slant and physical appeal drags in players and voyeurs respectively throughout the entire duration. The thrill of completing a challenge with one throw is a significant mood elevator, and it's not common place for those around you to be grasping at the chance of glory. Look past the primary colours and in to the wonder.
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I was also a bit surprised to find out, that the first Medal of Honor as well as The Dig is based on concepts from spielberg - so he's actually sort of a game designer. I thought he just created the story for The Dig, and just gave a few tips regarding Medal of Honor.
----Edited by user 05/06-2008 13:51
Skribent - Boomtown DK
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