Hello all, I’m trying out a more casual reviewing style today with Blocks That Matter
Game: Blocks That Matter
Genre: Indie, Casual, Puzzle
Blocks That Matter is a Casual, Indie, Puzzle game by the two Frenchmen at Swing Swing Submarine. It details the story of the robotic creation of two indie game developers Alexey and Markus (referring to Alexey Pajitnov and Markus Persson, the creators of Tetris and Minecraft respectively) after they had been kidnapped. This robot, named Tetrobot, travels through the various levels by collecting and repositioning matter to get around. What this boils down to is an intelligent mixture of Minecraft, Tetris and Block Dude (the old TI-83 game).
So what does this recipe present to us? What ultimately happens is that Blocks That Matter embraces that aspect of the genre that isn’t afraid to make its puzzles difficult. The controls are, in actuality, extremely simple and all of the mechanics are covered very early in the game. Indeed, the only ability advancement that happens in the last 25 or so levels are that you get the ability to harvest more types of blocks. As a result, the learning curve, in terms of control, is almost minimal. For a puzzle game, this simplistic approach is greatly preferred because the game should be competing with the difficulty of its puzzles, not the difficulty of its controls. I must say though, the starting control setup was incredibly awkward for me and though you can easily change your controls, I felt that this problem could have been easily remedied with some foresight.
The mechanic itself is a fairly novel idea. In Blocks That Matter, resource blocks are collected by breaking them and reintroduced to the terrain once collected, a la Minecraft. The catch is that they can only be introduced in sets of four, and only if each block is touching another when being reintroduced. As such, the blocks can only be reintroduced in Tetris shapes. When this form restriction is combined with the properties of certain resources (some blocks are affected by gravity and some aren’t, once again a la Minecraft), it makes for interesting puzzles and solutions that require some thinking out of the box. Of course, once you figure out all of this, it comes down to using the right permutation and trick at the right time.
Blocks That Matter, as a result, is a fairly standard puzzle game. It came up with an interesting and creative mechanic, has simple controls, and a strong and balanced difficulty curve. Aesthetically and musically, the game is also simplistic and even slightly repetitive. The aesthetic style definitely makes the game feel casual and approachable, as does the music and everything is instantly recognizable as one thing or another. Overall, the audio and video of the game are well done and encompasses this light and cheerful atmosphere befitting the game and its genre.
It’s not as if the story is especially well done either. Of course, seeing how the characters developed was interesting, and noticing that the two game developers had personalities befitting their genre of choice was cute, but it was just that, cute. The story is inconsequential and though it provides an objective and a goal, it’s not a goal that seems to be particularly important. All in all, the story, dialogue and narrative are strong and creative, but it doesn’t make the game stand out.
So what makes this game different? In my opinion, this game has an iteration of one of the ideal difficulty adjustment mechanisms. In most games, difficulty settings are there to impose arbitrary restraints on the player to make the game “seem” harder. More enemies, for example, is one of those arbitrary limitations.
Blocks That Matter does two things that make its difficulty adjustment very potent. The first is the fact that increased difficulty means optimizing your playstyle. Every level in Blocks That Matter contain a treasure chest and a potential star rating. The treasure chests are usually located in a location off to the side, independent of the main puzzle and are not required to finish the main story. To obtain them though, you need to manage your resources carefully so that you can still complete the level after getting the chest. The star rating is an efficiency rating. You can only get a star rating if you end the level with the appropriate number of blocks in your possession (this number being the most efficient number of remaining blocks).
The second aspect, which is closely related to the first, is that the difficulty level can be adjusted without having to manually adjust it. All it takes to choose one level of difficulty over another is to simply decide not to do something. Because the treasure chests and stars are all part of the levels, if one decides to forego these bonuses while playing that level, there is absolutely nothing to fiddle with.
All told, Blocks That Matter is an interesting game, and for $5 on Steam, it’s well worth the investment. With 40 story levels and 20 bonus levels (unlocked by completing the story with treasure chests and stars) and potentially some free updates, there are more than enough MineTetrisBlock DudeCraft puzzles to keep one occupied for at least several hours, and more if you have a completionist streak like I do. Will it leave a lasting impact on you? No. Will it force you to use your brain for entertainment? Yes. And really, isn’t that all you want from a puzzle game?