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GameZone (Apr 27, 2009)
Both you and the child, however, must suffer the consequence of trying to hold a ball in place that wants to roll away. Anyone with patience of steel may shrug this off as a minor nuisance. They might be less inclined, however, to ignore the unavoidable repetition. Gravity is exactly as I’ve described: get the ball from point A to point B. There are some great levels designed around this philosophy, but that doesn’t make the concept any less repetitive. Inevitably, you will be bored after a couple hours of non-stop playing, making this a game that’s better served as a once- or twice-a-week experience.
68 (Mar 02, 2009)
In dem Spiel werden physikalische Gesetzmäßigkeiten und logisches Denken spielerisch vermittelt. Die 100 Hauptlevel hat man relativ schnell durchgespielt, aber was man nicht vergessen sollte ist, dass man sich individuell entfalten kann. Mir ist den liebevolle Gestaltung des Hintergrunds und die angenehme Musik sehr positiv aufgefallen. Es ist ein Spiel mit dem die gesamte Familie Spaß haben kann, vorallem die Mini-Partyspiele verleiten zu internen Wettkämpfen.
Digital Chumps (May 19, 2009)
Professor Heinz Wolff's Gravity is a fairly unique experience for either the DS or Wii. Though the controls are frustrating at times, both versions of the game have their moments. The biggest stumbling block for the game, though, is the competition of similar polished games already available on the market, including titles such as World of Goo for the Wii and Little Big Planet for the PS3. But, if you're interested in a unique yet simplistic reaction based system of gameplay, then Gravity is probably best controlled on the Wii.
Looki (Mar 13, 2009)
ch bin mit ganz anderen Erwartungen an Professor Heinz Wolffs Gravity gegangen. Der Export-Wissenschaftler aus Deutschland, der mittlerweile in England einige TV-Sendungen moderiert, stellt in diesem Spiel aber keine Spielesammlung à la Dr. Kawashimas Gehirnjogging vor, sondern geht Euch helfend in einem Puzzlespiel zur Hand. Mit nur einem Spielmodus hat man hier aber eindeutig vergessen für Langzeitmotivation zu sorgen zumal sich die 100 Stages immer wieder gleich spielen. Wer soviel Durchhaltevermögen hat alle Stages ohne Tipps durch zu spielen, dem gebührt mein Lob. Professor Heinz Wolffs Gravity ist nämlich meiner Meinung nach ein super Spiel für abends, wenn man nicht einschlafen kann. Landet die Disc im Laufwerk, seid Ihr allzu bald im Land der Träume. Auch die völlig durchschnittliche grafische Präsentation täuscht da über massig vergeudetes Potenzial nicht mehr weg.
Again, puzzle fans can get a few hours' worth of fun from Gravity, and they would be well-advised to give it a rental. As for a full purchase, it would be better to wait till the game hits the bargain bins.
HonestGamers (Mar 31, 2009)
And then there are the sandbox levels, which are gradually unlocked by completing the hundred basic puzzles, and which the game freely admits don’t really serve much of a purpose and are meant to be fooled around with. The very existence of these sandbox levels leads me to believe that Deep Silver liked what they’d come up with and assumed players would be intrigued enough to want to explore the world of Gravity further. So why, then, is there no puzzle editor? With Gravity’s content as limited as it is, and with each of the challenges simple enough in basic design that anyone could make them given an appropriate tool kit, a true puzzle editor could have been this game’s saving grace. With online functionality, the possibilities could have been endless. Instead, I can’t guarantee you’ll get your money’s worth until Gravity hits the bargain bin.
The basic concept of the game is fine, and there are plenty of puzzles to keep you entertained. There's also a sandbox mode, and a level editor where players can create their own puzzles. Unfortunately, the game requires a level of precision that just isn't practical with the Wiimote, making parts of the game feel like an exercise in frustration. In the end, this charming little puzzle game just isn't a good fit for the Wii.
IGN (Apr 13, 2009)
Gravity has the right stuff to be a sleeper puzzle game, but it stumbles a bit with a design that's a little rough around the edges. It feels too light on content for its pricetag, at least on Wii. The design seems better suited for the DS platform's pick-up-and-play experience, but the technology isn't quite up to the game's potential.
GameSpot (Apr 27, 2009)
The physics system in Professor Heinz Wolff's Gravity is well executed, but there aren't enough cool ways to take advantage of it. Though there are a few clever puzzles, the majority of the levels can be passed using cheap, unsatisfying methods. Even when you do find an engaging level, the small number of different pieces limit the enjoyment you'll get out of solving it. Gravity may look good on paper, but the game itself falls flat.
GameFocus (Jun 22, 2009)
The concept behind Deep Silver’s Professor Heinz Wolff’s Gravity is good on paper but it was poorly executed in every possible way. There are some salvageable parts the game, just not enough to warrant any sort of purchase. If you’re still tempted to try this one out, I can only recommend renting the Wii version as the controls make it the only one worth playing. I hope that if other developers are interested in trying out this concept, they learn from the mistakes of Deep Silver and give players more incentive to play through each puzzle.
NGamer (Apr 15, 2009)
If you don’t own the DS version but still fancy trying some of Prof Wolff’s ‘place objects around a level and then watch gravity guide a ball to the exit’ challenges, then, er, get the DS version. On Wii, the pointer controls make item-placement staggeringly frustrating, and when the ‘realistic’ (ha!) gravity means objects fall over at the slightest nudge, even steady hands will give up on this before long. And what’s with the tiny on-screen text? It’s like reading through the wrong end of a pair of binoculars.
"Spass mit Physik" steht auf der Rückseite, doch irgendwie kommt in mir kein Spass auf. Denn so spannend die Schwerkraft auch sein mag, so langweilig wird mir hier ein kleines Knobelspiel präsentiert, was gerade mal eine Stunde unterhalten kann. Die über 100 Levels sind allesamt zwar knifflig, aber selten wirklich innovativ oder spannend. Und auch die zur Verfügung stehenden Werkzeuge sind gähnend langweilig. Ich will mehr machen, als nur Kisten und Leisten aneinanderheften und hoffen, dass die Steuerung mir keinen Strich durch die Rechnung macht. Letzteres ist sowieso der Nervfaktor Nummer 1! Warum kann ich nicht in Ruhe meine Konstruktion zusammenbauen und muss dauernd Umwege gehen, damit ich nicht mit einer Leiste das gesamte Bauwerk in Schutt und Asche lege? Hier hätte man doch die Schwerkraft vernachlässigen können, wie es Physiker gerne mit der Reibung machen.