Crush Reviews (PSP)

Critic Score
100 point score based on reviews from various critics.
User Score
5 point score based on user ratings.

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Critic Reviews

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Modojo (Jun 04, 2007)
Developer Zoe Mode, formerly Kuju Brighton, has developed in Crush a genre bending and categorically difficult to place experience. Certainly a real gem for puzzle fanatics, and anyone looking for something really new and really unique for their PSP has gotten themselves a real head turner. While the extreme difficulty can lead to your own case of sleep deprivation, by the time you're done you'll be so engrossed in the Crush mechanic that you'll find yourself looking at your day to day life wondering how you can crush your view into flat 2D spaces. Trust me, I was.
1UP (May 29, 2007)
Crush is a fantastic addition to the PSP library and is truly an exclusive to be proud of. It's a great portable game as long as you make ample use of the PSP's sleep feature, and reloading levels in between tries is lightning fast. We hope this is only the beginning for Crush, as Xbox Live Arcade and the PlayStation Store would make perfect homes for a title like this. Rarely have we welcomed such a challenge and felt so rewarded every step of the way.
Gaming Nexus (Jul 09, 2007)
If you're one of those people who constantly talks about wanting a new video game concept for gameplay experience, then you should already be on your way to your local game store to pick up Crush. This Sega puzzler is unlike anything you've ever seen before; it's quirky, it's fun and, best of all, it's endearing on every way possible.
The A.V. Club (Jun 18, 2007)
Until they come up with a video-game version of the selective serotonin re-uptake inhibitor, Crush will do nicely.
91 (Jun 01, 2007)
Concluyendo el análisis debemos felicitar a los desarrolladores por ofrece una exclusiva de enorme calidad a la portátil de Sony. Seguramente el hecho de que mediáticamente no sea espectacularmente llamativo, pueda provocar que no reciba la acogida merecida, aunque estamos seguros que los análisis y el boca a boca van a convertir a este título en lo que se conoce en el argot anglosajón como un sleeper hit.
While the visual may not be the very best that the PSP has to offer, they are simple and absolutely effective for the purposes of the game. Despite the forgiving, easy-to-grasp gameplay and an in-game hint system, Crush remains a highly challenging and immensely entertaining gameplay experience. Go ahead... get Crush. It'll make your PSP smile.
GameSpy (May 28, 2007)
Crush stands out on the PSP, a system that already has a number of excellent puzzle games in its library (most notably Lumines and Puzzle Quest), but does so with a hint of deranged attitude. With levels that build on each other in terms of complexity (and, thusly, difficulty), the game inspires that kind of "just one more level" feeling of addiction that may result in you freeing Dan from his insomnia but earning yourself a nasty case in return. Getting used to Crush can be challenging. Still, for gamers that yearn for daunting conundrums, this is exactly the sort of game you're looking to lose sleep over.
TotalPlayStation (Jun 30, 2007)
Easily one of the best puzzle games ever made. Yes, it's really that good. If you own a PSP, you need this game.
GamerDad (Jul 13, 2007)
Every puzzle is worth playing, and it is the type of perfect pick-up-and-play game that is made for handheld gaming - and you find yourself replaying puzzles to find stuff you missed and trim your time. At a few minutes a puzzle it only takes a couple of hours to get through the game, but aside from that this is a solid fun puzzler that PSP gamers should definitely play.
Defunct Games (Jul 17, 2007)
It's hard to find too many faults with a game like Crush; the concept is original and the whole game is expertly done. Even with an interesting story and some cool graphics, it's the levels that steal the show. Each and every level is awe-inspiring, and the game proves to be challenging without being too frustrating. Best of all, Crush is a perfect handheld experience. Even if you only have a few minutes to play you can come away from Crush feeling like you've accomplished something. It may not be the biggest name of the year, but if you own a PSP and want to try out something truly original (and mind boggling) then Crush is your game!
90 (Jul 04, 2007)
Crush is one of the most fresh and original games on any platform, and is a more-than-welcome addition to the PSP's library.
GameDaily (Jun 05, 2007)
Sega's Crush is one of the best puzzle/strategy games in the PSP's already overpopulated genre. The concept works in a very simple way, as players control a main character who can shift the plane of each level from 2-D or 3-D and back again. However, the complexity of the game soon jumps ahead, with each forthcoming level presenting a new challenge to complete. The game's presentation couldn't be better and the story provides some extra weight along with doses of humor. Players shouldn't hesitate to buy this game.
GameZone (Jun 07, 2007)
All things considered though, Crush is a great puzzle game with some innovative concepts seen through to fruition. If you’re at all a fan of puzzle games and you have a PSP, definitely give Crush a look.
The best complement possible to give a puzzle game is that the real reward is the playing itself. You don’t need fancy stories, or whiz-bang effects when you’ve got solid, addictive gameplay. And CRUSH has this in spades--not to mention the presentation is quite nice as well.
IGN (May 31, 2007)
You know you've found a great puzzler when even the earliest levels in the game leave you feeling completely rewarded. Crush accomplishes this feat thanks to its 40 superbly-designed mazes, fantastic art style, and terrific original concept. There are even unlockables and trophy stages to mess around with to boot! Sure it isn't perfect, but what more do you need? It's a must-own.
Game Chronicles (Jun 10, 2007)
Puzzle games have always been on the boring side to me. Most puzzle games follow a certain standard. Crush starts its own standard, and I have a hunch that many games will try and replicate it.
Worth Playing (Jun 29, 2007)
I found Crush to be an innovative twist on the platform/puzzle genre. The game is suitable for all ages and includes a hint feature which you can enable or disable in the options menu. My only complaint with the game is that it feels a bit short with only 40 levels. You still have some replay value left after completing the story by replaying levels in Trophy Mode and trying to beat your best times. If you are a fan of platform and/or puzzle titles, check out Crush. It's definitely worth adding to your collection.
85 (May 31, 2007)
Ich erinnere mich daran, als wäre es gestern gewesen: Auch wenn ich eigentlich nur zehn kurze Stunden mit Crush beschäftigt war, kommt mir die Zeit heute viel länger vor. Denn jeder Wechsel von 2D zu 3D hat mich mit Macht an die PSP gefesselt. Es war unglaublich befriedigend, dieses vertrackte Um-die-Ecke-Denken so zu nutzen, dass man mir nichts, dir nichts von einer Ecke des Levels in die gegenüberliegende zoomen konnte. Allein die Tatsache, dass das Krümmen des Raumes überhaupt möglich ist, ließ etliche "Crusher" durch die Dimensionen wandern. Knifflige Rätsel brachten die grauen Zellen in der fünfdimensionalen Welt zum Rauchen. Sie hauchten den Knobeleien ebenso Leben ein wie die erwachsene, wenn natürlich auch erfrischend hanebüchene Handlung. Wären die Puzzles der späteren Levels noch vertrackter und gäbe es mehr Levels sowie Extras: Das erste Crush (4Players-Wertung: 85%) hätte damals die höchste Auszeichnung abgesahnt!
Don’t be fooled by comparisons to Super Paper Mario – Crush is its own unique animal, and a puzzle game through-and-through. However, if that’s what you’re looking for, Crush delivers with a fresh concept, a solid presentation and some truly enjoyable dimension-twisting puzzles.
85 (Jun 13, 2007)
The game is the most original puzzle title on the PSP and easily one the best puzzle games made to date. All PSP owners should check out this title.
Deeko (Jun 05, 2007)
I'd like to think that Crush is a needle buried in a stack of needles. With so many games of the "been there, done that" variety, it's nice to see a fully realized "new" game for the PSP. Zoë Mode must have had the hankering to sew us up a right purty puzzler of a game with Crush, and it's one size fits all. My PSP has never looked (or felt) this good. Do yourself a favor and play this. If you don't, I'll be... cru forget it.
GamePro (US) (Jun 25, 2007)
Crush does a great job of turning buzzwords into true and terrific gameplay. A solid narrative in a puzzle game is a success in its own right; the fact that it's a whole lot of fun almost seems like a bonus. If you're a puzzle fan whose PSP has been starving for cerebral action since you grew tired of Lumines then you'd be well served to pick up Crush.
GameSpot (Jun 05, 2007)
Genuine originality in video games is rare, and when it comes to puzzle games, doubly so. Even some of the best, most recent examples of the genre, such as D3's inventive Puzzle Quest, have merely been really good amalgams of well-established game concepts. Crush for the PlayStation Portable is an action puzzle game that owes very little of its novel concept to games that preceded it, and it capitalizes on its M.C. Escher-inspired gameplay with a healthy number of increasingly involved puzzles. It's challenging without being too frustrating, and it's easily one of the more unique puzzle games to come around in years.
Gamer 2.0 (Jun 06, 2007)
It’s not too often that games arrive that seek to challenge your mind while being merciless in letting up. Crush brings a mechanic that’s not entirely new, but the way it’s used is like nothing that’s ever been seen before. There’s a lot of content here to keep you busy for a long time while you strive for the perfect grades. It’s unfortunate that this is just a single-player affair, as levels based on using two players would’ve been cool, but that’s what sequels are for.
Most of you probably never heard of C.R.U.S.H. before reading this interview. Truth be told, I never heard of the game before getting my hands on it. With good PSP titles sorely missing, it’s easy to recommend C.R.U.S.H. That would be unfair though, as even if the PSP saw triple A titles daily, C.R.U.S.H. would still deserve the attention. In today’s world where reflexes count more than anything, C.R.U.S.H. is a breath of fresh air, delivering a unique and noggin provoking experience. By far the best puzzle game 2007 has seen so far.
Crush is the type of game that will want you to crush your PSP at times. There's no doubt that this is a tough game. No one likes to breeze through a game without any difficulty, but this can almost be perverse. That only means that when you beat a level, the feeling of accomplishment is even better than the punishment endured from brewing over the same puzzle for more than a half hour. The inevitable sequel should fix the muddy graphics and touchy controls. I salute Sega for publishing a puzzle game that is genuinely new to the genre.
80 (Jul 09, 2007)
If you hate puzzles and I mean hate them, then stay away from this game. If you love puzzles get this game and if you fall in the middle then I’d still give this one a go. Granted the lack of multiplayer is disappointing and the jumps in difficulty are enough to put your PSP through a wall, but in the end your desire to keep going far outweighs your frustration. On a system that is saturatedwith puzzle games already, this one manages to somehow stand head and shoulders above with the likes of Lumines. It’s fun and addictive with a great story to tie it all together. For the PSP it’s a perfect fit.
80 (Sep 20, 2009)
In einer Zeit, in welcher sich jeder Big-Budget Titel mit Innovation und neuen Ideen brüstet, erscheint Crush nahezu erfrischend. Ohne dick aufzutragen bekommt man hier ein Spielprinzip, dass jedes ach so innovativen Gameplay anderer Titel in die Schranken verweist. Bereits der Perspektivwechsel in Super Paper Mario (Wii) war interessant, doch erst Crush treibt die Möglichkeiten auf die Spitze. Hier muss man wortwörtlich um mehrere Ecken denken, um ans Ziel zu gelangen, und man ist erst zufrieden, wenn man alle Boni pro Level aufgesammelt hat. Die etwas schwammige Steuerung mit dem Analognubbel ist zu verschmerzen, die stotternden Levelpräsentationen ebenso. Wer keine Angst vor Herausforderungen der dimensionalen Art hat, muss zugreifen.
Pocket Gamer UK (May 30, 2007)
Crush is not perfect, but it is a highly original, polished puzzler. It's the perfect antidote to the brainless teasers found in the majority of the free newspapers, almost redefining the puzzle genre. After this, traditional pen-and-paper puzzles will seem so, well, one-dimensional.
80 (Jun 19, 2007)
It is important to emphasise that a huge amount of CRUSH is brilliantly playable and consistently enjoyable. It is bursting with character by puzzle game standards and, even considering its shortcomings, is still a PSP release well worth picking up if you are looking for something fresh and stimulating.
Crush is easily one of the PSP's best games, thanks largely to a fresh premise and highly addictive, brain-teasing gameplay.
Bordersdown (Aug, 2007)
Although Super Paper Mario may have got there first with the whole 2-D/3-D flipping thing, Crush takes this premise, and for the majority of the game, manages to build it into an excellently realised puzzle experience. The control method and lazy design of the later levels threaten to dampen the early enjoyment, but Crush must be praised for trying to innovate, and is thus a worthy purchase for any PSP owner in search of their next puzzle fix.
Game Critics (Jul 13, 2007)
And the final word must go to that pesky puzzle hook that just won't let your stubborn brain accept defeat. By the time Danny's clambering around the creepily off-kilter Seaside world, Crush's perception trick is fully integrated in the player's mind. You begin to see problem areas from different perspectives even before crushing them; making and remaking mental maps of each stage on the fly. And when everything's clicking (sorry, crushing) into place as it should, Crush becomes a satisfying and very pleasurable platform-puzzle workout.
DarkZero (2007)
But regardless of what was said in the above paragraph the game is still a blast to play through. Even better is the fact that it is truly one of the few brand new ideas to hit the samey, me-too, environment that is the gaming industry in ages. Sure, it is not a game you are going to have a chat with your mates about after playing. Nor is it kind of game you will remember when you come to make your GOTY lists at the end of the year, but while it lasts it is immense and is truly one of those exceptional titles that deserves the praise that I and others give it. We all can’t be wrong, can we?
IGN UK (May 25, 2007)
CRUSH is a largely unique game concept that’s executed well and challenges the way you normally think about videogames. The crushing ability adds a new dimension to puzzle games and the addition of extra obstacles and items always means there’s something new to overcome in the 40+ levels. But the most important aspect is that, although CRUSH has a bizarre core it never crumbles under the weight of its innovation, and it's always fun to unwind the puzzles and teasers. On the downside there can often be too much trial and error in the more difficult levels and the mind-bending concept may be too hard for some to get their head around. Plus, longevity is an issue as there's very little to do once you've cracked the crushing.
80 (UK) (May 24, 2007)
Despite this admittedly minor annoyance, Crush is a rare beast and deserving of praise for the many things it gets so very, very right. There's a genuine sense of achievement and enjoyment when a seemingly impossible level suddenly clicks (or crushes) into place, and the confident way the game uses its central conceit as more than just a gimmick is undeniably reassuring and appealing. It suggests real thought and care has gone into optimising the experience for the player, rather than just providing nice trailers and a tech demo for future projects. Playing to the strengths of the PSP's graphical processor, while delivering bite-sized chunks of mental gymnastics ideal for portable play, Crush proves you don't need a stylus and dual screen to discover a fresh angle on handheld puzzling.
Game Revolution (Jun 05, 2007)
Save some rare problems with Danny’s jumps and the viewing of very complex levels do crop up, but they’re few and far between, and they hardly mar the impressive, challenging and marvelously-presented experience. Crush is a beauty of a game, even with its spikes of head-banging difficulty, and a moody little gem for the PSP. It might even keep you up at night.
75 (May 30, 2007)
Trêve d'analyse, disons les choses franchement : Crush est un casse-tête brillant, avec tout ce que cela implique. Dur, un poil austère, visuellement peu ambitieux, l'effort de Zoë Mode ne fait aucune concession et ne plaira pas à ceux qui manquent de patience et d'Alka Seltzer. Les autres devraient féliciter Sega d'avoir eu du nez : voilà un jeu de réflexion résolument moderne, et passionnant de bout en bout puisque le gameplay ne cesse de s'enrichir au fil des niveaux. Il semble évident que le studio Zoë Mode en a encore sous le pied et se doit d'exploiter son joujou dans un second opus encore plus long et ambitieux !
AceGamez (2007)
For a game that splits between two different dimensions, Crush ends up feeling a little one-dimensional. However, the concept is undeniably ingenious and it is my sincere hope that a sequel will emerge to take it to the next level and produce a true gaming classic.
TotalVideoGames (TVG) (May 25, 2007)
SEGA and Zoë Mode should be congratulated for stretching the boundaries in a time when creativity seems all but dead. CRUSH is a highly imaginative experience that walks the fine line between addiction and frustration.
Game Critics (Aug 15, 2007)
These two factors combined did an effective job in sucking most the delight and wonder out of Crush's gameplay somewhere near the halfway point. I completed all forty levels out of pig-headed tenacity and a flat refusal to give up, but the reality was that its appeal and entertainment value expired long before the game ran out of material. It's always disappointing to see a fantastic idea wander astray or simply run out of gas. In my opinion, it's better to leave players wanting more...and in Crush's case, less is definitely more.
Thunderbolt Games (Jul 25, 2007)
But all in all, Dr. Reuben’s inaugural experiment is no failure, and just like with all well performed experiments, Crush delivers a satisfactory result and serves to enlighten us on what the bright future holds.
G4 TV: X-Play (Aug 07, 2007)
Crush fires on all cylinders. It’s exceedingly smart, well-designed, and takes a very interesting approach to its third-person perspective puzzle- and platforming action. It holds a compelling story about a troubled boy wandering through his own mind, and is gorgeously rendered in the manner of someone’s psychedelic waking dream. It is clearly a labor of love for all involved, and it shows in many ways.
Gamestyle (Oct 04, 2007)
It's strange, but despite being a new, fresh idea, fiendishly designed and creative, it feels more like a proof-of-concept work, something that the basic presentation and occasionally stuttering framerate don't dispel. Whether the idea is inherently limited or another game can run further with it remains to be seen, but Gamestyle has had more than its fill of this little novelty for now.