The wooziness is escalated by the deceptively simplistic control scheme, consisting of almost sole use of the D-pad, with the occasional X button thrown into to trigger things like explosions and cloned blocks. The rest of the buttons have been relegated to controlling the camera (almost all of the in fact, even the analog nub) because you'll be using every dimension of the intricately designed levels - left to right and top to bottom - and you'll need to hold some semblance of which way is up.
But since the controls are relative to the position of the camera, a lot of your movement will end up botched due to a constantly shifting point of view. Sometimes the camera angle obscures certain sources of evil, like the hard to see, two dimensional sinker tiles that act like quicksand, sucking you down in less time than it takes Ashley Simpson to streak offstage when the recorded vocals start skipping.
A lot of frustration can be overcome by patiently mastering the camera controls and clearly surveying the lay of every land, but with so many levels coming at you in such short bursts, this seems a little counterinutive to the pick-up-and-play puzzler Cube should've been. Plus going back to collect keys and shooting for a "Gold" finish time just to unlock further levels can also be a drag.
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