Review: Groovin' Blocks

Controls:

Much like the aforementioned Dr. Mario, Groovin' Blocks uses the basics of the game. Pressing side to side and down on the controller, stick or d-pad, to move the small blocks around. To swap up the colors, it is just a simple 'X' press. That is pretty much it. Not to complicated, at least not as complicated as the actual gameplay of the game.

Gameplay:

While it does hold a bit of similarities to other "Tetris" type games, stack blocks in a row to make them go away, there is one addition that makes differentiates Grovin' Blocks, you have to play to the beat of the music. That is, you get score multipliers by slamming the blocks into place with the background beat of the song, or when you see the beat marker slide into place much like a note from Rock Band. Kind of an interesting addition, but frustrating as it is not forgiving on being just fractions of a millisecond off. Which leads to loosing everything you have been building for. This is even on the Novice level of difficulty.

The other thing that gets a bit of confusing is the addition of different block types at random intervals and no warning. The basic blocks you use start out as a vertical three different colored squares. When you bump difficulty, it throws in four square blocks when ever the game feels like it. Which would be fine if it displayed the next block on the side of the screen so you can plan, but it does not. With increase in speed as well, this takes the game from a fun little game to play to a frustratingly higher level of play.

Audio:

Now in a game where you get bonuses for playing to the back beat of the game, you would expect the game to have some great audio. It does. At least for the first few songs. Then like all other House, Hip-Hop, Trance, etc., the songs get really repetitive to the beats. Don't get me wrong, the songs are great and fun, but as far as the gameplay involving it, they could have mixed up beats. But I blame this on the lack of originality of these music genres and the recycling of the beat that works. So we can't blame the game makers for this one, but the song writers.

Graphics:

Now with the mentioning of Dr. Mario and Tetris through out this review, as well as mentioning that it is a Wii port, you would expect the visuals of the game to be on the basic side. Which when compared to other PSN titles, it is. But when you compare it to other games within it's genre, I will say that the "glass" looking blocks and retro look to the HUD/GUI is one of the best I have seen in this genre. I mean, it is no God of War or Uncharted, but the game is very pretty and easy on the eyes. I especially like the fact that it doesn't throw strobing color arrays from the 80's and 90's in your face, unlike the raves the music would normally be heard at.

Overview:

In the end of it all, if you are looking for another title to pull you away from Peggle, Groovin' Blocks is a great alternative. I am still not sure that the $9.99 price point is fully justified, but that is the standard for full PSN games now a days isn't it? I mean that is what the Punisher game went for, and it was just Unreal 3 with some Punisher assets.

If you are a fan of the above music genres I spoke about, this title should be in your PSN arsenal though. I mean, it will let you feel like you are spinning the beats a bit with a fun challenge added to it. That and you will be able to master the beat bonus mechanic in no time. You've heard the recycled beat enough already that it should be your breathing pattern when you sleep already.

Groovin' Blocks was developed by Empty Clip Studios and published by Sony Computer Entertainment of America for the PSN on March 18th. Retails for $9.99 USD. A copy of the game was provided by the publisher for review purposes. I played four sets on Novice mode and four sets on Normal mode. I could not hit the beat well enough to get past the first set on Hard mode.