Fallblox - Review
A downright sentient puzzle game, capable of understanding and analyzing your actions and difficulties, with a rare kindness and delicacy of the past, which will encourage you to strive more and more, instead of weakening your morale. The title of Intelligent Systems, in other words, is so satisfying and almost never frustrating, it does not lead to discouragement but, on the contrary, continually stimulates lateral thinking. It doesn't matter if the solution of any internship (at first glance they all seem very simple) will take you an hour or maybe a whole day, spent squeezing your brains: you will never experience that unhealthy - yet cathartic - desire to hurl the console very strongly to the ground. In short, the challenge rate proposed by Fallblox is high, but also so delicious and accommodating.
Fallblox, explained in an image. Well, there are three, actually.
The actual gameplay of Fallblox can be summarized in three basic rules, for a series of puzzles that are as harmless at first glance as they are damned complicated to solve. Each block can be pushed and pulled on four different depth levels. The blocks can also be moved by grasping them laterally, provided that there is enough space adjacent to make the protagonist move too. Mallo, the protagonist, can jump over the blocks (so as to get to the top and recover the feather on the top), but only with an elevation equal to one. Basically, these are the mechanics already appreciated in Pullblox (known in North America as Pushmo), but here with the addition of a variable of no small importance: gravity. Here then that Pullblox, strengthened by Newton's theories, becomes Fallblox: the blocks, now, also fall down.
Quotes scattered here and there are always welcome.
Although the graphic aspect is rather sparse and all too linear, the enthralling gameplay of the game from Intelligent Systems benefits greatly from the use of stereoscopy (3D is not strictly necessary, but will certainly be useful in the more advanced levels and adds a certain brilliance to everything) and the efficient control system, which needs a little initial practice, and then turns out to be a formidable tool with which to solve the hundred puzzles proposed. The camera is frontal, it can be approached or moved away for an overall view, as well as rotated by means of the directional cross, so as to scan the structure to be climbed from every possible angle. With the analog pad you can control the movements of the plump Mallo (who grabs and drags the colored blocks), while a press of the left back button is enough to rewind the time and remedy some too reckless moves. Finally, there is the possibility to try the level editor, with which to create structures to export in the form of QR Code (after an actual level test, to prove that it is solvable) and share with friends or the online community .
It is, in essence, an excellent puzzle game, simple and ingenious, which visibly recalls certain Tetris mechanics, then recalls certain forms of Picross 3D and to complete it requires much more dedication than you can initially imagine.
Despite being Editor of IGN Italia, Lorenzo Antonelli never solved the Rubik's cube. Show him how to do it, in less than one hundred and forty characters, on Twitter.