Bring Me Down Review
PROS
- Excellent presentation.
CONS
- The physics feel random.
- On complex levels it's difficult to tap the block you want to remove.
VERDICT
Bring me Down takes a tried and true game style out of the 2d realm and into 3d, but the added dimension seems to add more frustration than joy.
- Full Review
- App Store Info
You know those physics puzzle games where you have to remove blocks to safely drop a character on the ground below without having him roll off the edge? Bring me Down is one of those games... in 3d! Does the extra dimension help or hinder? Let us find out.
Each level starts with this monster trapped in a spherical cage. By tapping on the blocks he's resting on, they disappear, and then physics happens. The goal is to get the monster to the ground below (along with the two bananas as well if you want a higher score), but this can be trickier than it looks. One wrong touch can send you careening off the edge and having to restart the level. Heck, even sometimes the right touch can have the same effect. The physics just don't feel cohesive. It's as if the safety of the monster is down to luck more than the strategic removal of all the blocks its sitting on. This is compounded by large levels where there are many blocks to choose from to remove. See the camera pans all the way out, and without a zoom-in option, mistakes are easy to make.
Where Bring me Down does excel however is its presentation. Using the unreal engine, the blocks, monster, and lighting are all very pleasing to the eye. It's even more impressive that this game is a solo effort, even though this attention to the visuals might be a bit much for the type of game we have here. Along with the nice graphics, the music is catchy and fun to listen to. Also with fifty levels to play through, there is a decent amount of content for those who like what they see here.
Bring me Down is not a bad idea for a game. Bringing this type of physics puzzler into the third dimension opens up a host of interesting gameplay opportunities. If more time had been spent fine tuning the feel of the game's physics over the high quality of the presentation, we might have a winner on our hands.