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So then, Archer MacLean's Mercury - another puzzle game for PSP.
Is it as good as Lumines?
Well, yes it is, but it's also completely different.
In
a nutshell, Mercury sees you completing tasks by guiding a blob
of mercury around various 3D mazes, tilting the mazes with the analogue
pad to make the blob roll around various obstacles and objects,
such as pressure switches. Like any excellent idea, it's simple,
and like most good games it's an improved rip off of something that's
been done before. Marble Madness was the first game all those years
ago to place you guiding a ball around a maze, then Super Monkey
Ball took this a step further with you tilting the maze rather than
controlling the ball. So what's new?
As
you're controlling a blob of mercury rather than a marble or, um,
a monkey ball, your blob is unstable, gloopy and inclined to split.
This adds a whole extra dimension to the formula and also makes
for some interesting twists in the level designs. Some levels requite
you to split your mercury into two pieces, then you might have to
roll one of them under a spray booth, turning it red to then go
on to activate a red switch, for example. What about if you start
off with three different coloured blobs and have to activate three
separate switches before trying to mix two of the colours together
to form a new colour? With a range of varied elements thrown into
the mix, Mercury successfully manages to take an already winning
formula and improve on it so drastically that you wonder how on
Earth nobody ever thought of it sooner; like the way your shield
recharges on Halo - obvious when you think about it.
The
puzzles that lie ahead of you are split into three types. There's
Race, which puts you against the clock to solve the puzzle and finish
it as quickly as possible. You can finish a race with the tiniest
piece of your mercury left, as long as you're within the time limit.
Then there's percentage, which is the opposite to race; you are
given a lot more time to complete the maze but also have to retain
a high percentage of your blob. Finally are the boss stages, which
are a gruelling combination of the two.
Mercury
is beautifully presented and each of the well designed, 3D mazes
can be rotated and zoomed in and out of, which becomes an essential
part of completing the mazes the further you progress. To start
off with they're pretty straightforward, all on a flat area and
you can easily complete them just by moving the analogue pad. However,
as the game progresses you'll find yourself having to navigate your
way around each side of a cube. A cube containing spikes that try
to split your blob, conveyor belts to force it off the wrong way
and awkwardly placed spray booths to make it the wrong colour. The
soundtrack is well produced and sounds great, with nice, ambient
tunes to keep you chilled out whilst playing, massaging your aching
brain as you try to figure out what the hell is going on!
You
see, this game really tests your grey matter and as you progress
through the game, the problems that are posed to you can sometimes
seem a million miles out of your capacity to fathom. This is where
the clever bit kicks in. Rather than being overly frustrating in
the difficult to play stakes, the game instead makes you think and
analyse the problem. Usually once you've actually figured out what
you need to do, it's not difficult or frustrating to complete the
challenge; unlike Monkey Ball, which simply throws insanely tough,
precision control levels at you in the later stages.
With
over seventy levels and a multiplayer option, there's enough in
Archer MacLean's Mercury to keep you going for a fair while. If
you're a fan of puzzle games then this is a pretty essential purchase;
you won't be disappointed. Even if you're not big into puzzle games,
it might be worth a shot, as it's a great game to show off the PSP;
the graphics and sound are lovely and anybody looking over your
shoulder will be intrigued to know just what exactly is supposed
to be going on.
Reviewed by Mark Hayhurst for AceGamez (All Rights Reserved).

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