IGN reviews Mercury

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Mercury is a great big idea inside about a medium-sized game. The number of levels is impressive (72 and some change), and the variety between the different designs can be deep if you get far enough to see it all. There's not as much to controlling the blob as there could be (some stages are overflowing with gooey fun, others could have easily been done with lemmings or monkeys in marbles), but on a level of pure focus, it succeeds in providing challenge and a unique experience. If you are looking for the kind of well-rounded, option-packed, multiplayer-crazy puzzle game that you may be used to on bigger systems, you're going to have to wait for a sequel to come around. On the pure level of maddening puzzle challenge and an ingenious gameplay concept, however, it's oozing appeal.

8.0 Presentation
I have no idea what the cinematics and game design are supposed to be about, but I'm digging them.
7.5 Graphics
Not a lot of complexity, but the camera has handles, and when the game is at its best, it's crazily intoxicating.
7.0 Sound
Club beats that play on all night long. Too bad it can't stay in the mix through the loadtimes, though.
8.0 Gameplay
Simple, elegant, different. I like you, puddle of goo.
7.0 Lasting Appeal
The challenge doesn't ease up at any point, though there are lots of bonus stages for those that deserve them.
7.7 OVERALL
(out of 10 / not an average)
 
I read a massive Edge article on this game. Seemed pretty interesting, but that was when it still had the tilt-sensor control scheme. I don't understand how this is being released without its defining characteristic..

Why was it removed? Time constraints? Or was the sensor too expensive?
 
Its "defining characteristic" wasn't there from the beginning though. The game started as just footage at E3 2004, a different take on the Marble Madness/Monkey Ball type of gameplay that never relied on a tilt sensor either. The tilt sensor was introduced along the way.

It wasn't removed, just hasn't made it through testing with SCEI, apparently.
 
kaching said:
Its "defining characteristic" wasn't there from the beginning though. The game started as just footage at E3 2004, a different take on the Marble Madness/Monkey Ball type of gameplay that never relied on a tilt sensor either. The tilt sensor was introduced along the way.

It wasn't removed, just hasn't made it through testing with SCEI, apparently.

That sounds about right. AFAIK, the programming hooks for tilt control are still in the game, but an actual tilt sensor device won't be available.

The developers probably also hid the tilt sensor control option from the menu, since they're not sure when (or if) such a device will be produced, and they don't want to confuse people who aren't aware of its existence because they don't read Web sites and magazines devoted to video games so frequently. It'll probably be activated when you punch in some secret code. Tempest 2000 on the Jaguar did something similar--you could build a rotary spinner (like the old arcade Tempest had), then input the proper code and the option for rotary control "magically" appears.
 
I heard that the tilt sensor is ready to go for Europe but cannot launch in the US due to the way it is made. Supposedly it is made with materials that make it illegal (or at the very least a liability) to sell in the US. I doubt we will ever see it released here.
 
Tortfeasor said:
I heard that the tilt sensor is ready to go for Europe but cannot launch in the US due to the way it is made. Supposedly it is made with materials that make it illegal (or at the very least a liability) to sell in the US. I doubt we will ever see it released here.

It's made from the bones of BABY DOLPHINS!111
 
Aaaaaaaaah. Fucksticks. Shitbubble.


I was really looking forward to it and now it's been damned with faint praise (7.anything)


Fuck it. I am buying it anyway.
 
I heard that the tilt sensor is ready to go for Europe but cannot launch in the US due to the way it is made. Supposedly it is made with materials that make it illegal (or at the very least a liability) to sell in the US. I doubt we will ever see it released here.
Sounds good enough to me. I'll just import it from Europe :)
 
How would you put a title sensor in PSP games? With some kind of hardware addon I don't see how that is possible. One of the few advantages carts/solid state media have over optical. But, I agree with you totally... this game is begging for a tilt sensor.
 
Took me a second too. First time I've thought the USB jack location was wise was when I realized you could attach almost any simple addon to the top and then mount it.

I just wish the power switch was up there somewhere too. Stupid fat fingers.
 
Tortfeasor said:
I heard that the tilt sensor is ready to go for Europe but cannot launch in the US due to the way it is made. Supposedly it is made with materials that make it illegal (or at the very least a liability) to sell in the US. I doubt we will ever see it released here.
I heard the exact same. Agent X's explanation also sounds spot on.

I would really love to see some Sony involvement and put the tilt sensor to good use. Possibly have other games that would benefit from such a control scheme incorperate it. It would completely solidify the product and give it a fighting chance to be released.

Game looks awesome and though the scores are good (not the 9's or 8's some of you were expecting) all the reviews have been very positive and make the game sound highly enjoyable.
 
Tortfeasor's explanation is feasible, but I do find it odd that something is OK in Europe but not in America. Usually its the other way around. Eg, ambient light sensors using a specific material were banned in Europe a couple of years before the US.

I'd think its just a cost or timing thing.
 
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