The core idea behind Crush is phenomenal. Your goal is to navigate each level - made up from a series of platforms and hazards - while collecting enough %26ldquo;marbles%26rdquo; along the way to open up the exit. And the sexy twist? At any moment, you can %26ldquo;crush%26rdquo; the game world into 2D. The camera can be spun through 90-degree sweeps or flipped to a top-down view, with each particular perspective offering a differing 2D result upon crushing. So, within each 3D stage, there are dozens of configurations just waiting to be packed together. It%26rsquo;s a sports massage and a half for that bit of your brain that gets off on spatial awareness.
There%26rsquo;s even a back story that%26rsquo;s not, well, crap. You play Danny, a troubled youngster who%26rsquo;s dogged by insomnia to the point that he%26rsquo;s now entrusted himself to an oddball professor and his virtual-reality creation %26ldquo;Crush%26rdquo; in a bid for a cure. Crush enables Danny to roam his own psyche, unclogging his neuroses with each of the 40 levels completed, which explains a visual style that%26rsquo;s not too far removed from Psychonauts%26rsquo; dark, dreamy wallpaper.