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Tetris Effect

Jeff sits down with Ben to discuss Tetris Effect for PlayStation 4.

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Giant Bomb Review

70 Comments

Tetris Effect Review

5
  • PS4

Solid Tetris and the unique visual style of Tetsuya Mizuguchi fit together like two L blocks.

Editor's note: This review was originally conducted in a podcast format, available as a video above or right here as an audio file. A summary of the review follows.

How do you innovate on Tetris? The core game itself is just as playable as it was over 30 years ago. Sure, you can change the rules of how the game plays, create new modes, or mash it up with other games. It feels like many modern versions of Tetris have asked “how do we make Tetris more fun,” but nobody has asked “how do we make Tetris more of an experience?”

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Enter Tetsuya Mizuguchi and Enhance Inc. with Tetris Effect, which blends the core mechanics of Tetris with the unique visual and audio stylings of past Mizuguchi games like Rez and Lumines. In the game’s main Journey mode, players are taken on a trip through 27 levels, each with their own unique and interactive skin and music. Clearing a set number of lines will bring players from one stage to the next, transitioning between visual soundscapes that are themed around flying windmills, volcanic hulas, and space whales. Beating Journey from start to finish will only take about two hours or so, and it takes you through levels that are range from relaxing to very technically challenging. There's decent replayability to be found with different difficulties and modes that you unlock after completing it.

Tetris Effect does an incredible job of keeping the player immersed, and one of the best ways it does it is by giving the player control of the music. Moving tetriminos, rotating and dropping them, and clearing lines affects the music in dynamic ways. This is only complimented by playing the game in VR. This, surprisingly, was my favorite way to play the game. The first time I booted up the game in VR and was able to look around me and see myself being showered in falling stars as trance/world music washed over me was my favorite VR experience to date. The interactivity of the music, the intense and sometime overwhelming visuals, and solid core gameplay all blend together to create a cohesive and sometimes emotional experience. The few songs in the game with lyrics all share a common motif--togetherness--and as cheesy as it sounds, you feel like you’re part of something bigger when playing in VR.

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In addition to the Journey mode, the game features Effect mode. These are a series of Tetris variants, and feature some models you might be familiar with. There are established modes like Marathon (clear 300 lines as fast as you can) or Sprint (clear 40 lines in a set amount of time), but also new modes such as Purify, where players must kill off infected tetriminos as fast as possible. These offer a good break from the core game, and even act as tutorials to a degree. Take, for example, the mode called All Clear. This mode gives you a partially filled in well with a set number of pieces to drop. I found playing this mode allowed me to spot unique solutions to problems in my regular Tetris play. Tetris Effect will also have weekend challenges, where players must come together and clear a certain number of lines to unlock new avatars for players to use on their profiles, adding a reason to come back to the game frequently.

Tetris Effect, from top to bottom, is my favorite iteration of Tetris yet. The music and visuals work together to create a truly unique Tetris experience, that is only enhanced by VR.

70 Comments

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dcav

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I realized how old I am when I heard Ben say it is like an iTunes visualizer instead of Winamp.

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moustachewalker

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@liquiddragon: it was, and still is, but community spotlight has never taken that spot.

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buemba

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Is it just me or is the audio in the video extremely low? GB videos in general seem to have a much lower volume than most everything else I watch but this seems even quieter than usual.

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liquiddragon

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Edited By liquiddragon

@moustachewalker: Believe what you want.

This is a comment left by ZombiePie on the latest spotlight "Because the visibility of this feature is certainly "different," we are going to go ahead and bring back an old "feature." That is to say, it's time for community credits on the Spotlight.:

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deactivated-6321b685abb02

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Nice read, cheers Ben. Never got into Tetris but I'm getting one hell of an urge to jump in.

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bitbybyte

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Edited By bitbybyte

@subscryber: It's reductive to say it's "just Tetris" when it's also offering a variety of different modes, many that are unique to the game and have different takes on the core mechanic beyond just going for high score by going for T-spins and Tetrises. There's plenty of challenge and depth available in this game that you won't find in a lot of other guideline Tetris games that offer the usual standard modes (Marathon, Ultra, Sprint). The visuals only matter because they complement a damn good Tetris game, which is a modern rarity since Ubisoft and EA have held on to the license for so long.

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ph00p

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Edited By ph00p

$53 CND is TOO Much for any Tetris game.

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Deadstar

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Tetris shouldn't have a hold piece. It's basically cheating.

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BoltVanderhuge

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@indigozeal: This is a game that's all about the music and the visuals and the gameplay coming together to make you feel something. If it doesn't tickle your brain the right way, then it just doesn't. I don't think you're going to get a much more satisfying explanation than that.

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LRobert16

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Love the game, and it has me thinking is Tetris the greatest game of all time?

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indigozeal

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Edited By indigozeal

@boltvanderhuge said:

BoltVanderhuge

@indigozeal: This is a game that's all about the music and the visuals and the gameplay coming together to make you feel something. If it doesn't tickle your brain the right way, then it just doesn't. I don't think you're going to get a much more satisfying explanation than that.

There are two problems to that approach:

a) Most of the rave reviews don't acknowledge that it "won't work for everyone," or the exceptions are dismissed as "spiritually impure" somehow (not having an "open mind and open heart," as Peter Brown puts it, which is a rather disturbing, cultish mindset). If the majority of reviewers are basing their raves on their emotional response to the game (again, I'm not counting Ben here), they have a duty to note that the effects might not work for everyone and factor that into their reviews - emotional responses are more individual and less universal and "evidence-based," for lack of a better word, than claims about strong mechanics or technical performance. But they're not factoring that into their reviews. I don't think they believe it might not work for everybody - the experience is advertised as universal, so long as you're an "open" person. That's a failure of the reviews, not of those who "don't get it."

(And besides being rather unprofessional, the aforementioned idea that those who haven't "welcomed the game into their heart" have some sort of moral failing is creepy and cultish: "the unbelievers' unclean eyes could not possibly behold our Lord & Savior Tetris Effect's divine healing light..." It's also a sign that the emotional-response route to praising this game has gone way overboard.)

b) Regardless of any synthesthetic effects, the basic gameplay should be solid to receive these raves. It's not. The speed is turned up way too high for sustained gameplay, so they fall back on the trick of using infinite spin to place pieces and make it so that you use infinite spin to get pieces to places you shouldn't be able to get them. That's the bulk of gameplay. You're kind of not playing Tetris at that point - it's a different game entirely, one that's not very fun.

Yeah, not everyone is going to see the game the same way. But for no one to see this?

TL/DR: Proponents are acting like the "I don't get it; it's just Tetris with a visualizer?" question is invalid, but if you're arguing that the emotional response isn't universal or even widespread, then that question is completely valid, because then, indeed, the game is just "Tetris with a visualizer," and mechanically-broken Tetris, at that.

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reruns

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The speed is turned up way too high for sustained gameplay, so they fall back on the trick of using infinite spin to place pieces and make it so that you use infinite spin to get pieces to places you shouldn't be able to get them.

Those things are dumb and should go away, but you do not actually need them to play quickly.

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indigozeal

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Edited By indigozeal

@reruns said:

reruns

@indigozeal said:

The speed is turned up way too high for sustained gameplay, so they fall back on the trick of using infinite spin to place pieces and make it so that you use infinite spin to get pieces to places you shouldn't be able to get them.

Those things are dumb and should go away, but you do not actually need them to play quickly.

Higher speeds do demand it; at speeds where pieces simply apparate into the pit (which are employed liberally in this game), there is no way of interacting with pieces but the game's weird iteration of infinite spin (except holding left or right before the piece "drops," which will net you only a far-left or far-right position and is therefore of extremely limited use).

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Colonel_Pockets

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@mikesmith: Thank you for the response. This game looks right up my street.

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reruns

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Edited By reruns

@indigozeal: Unless by 'infinite spin' you mean 'any lock delay at all, whatsoever', then no, you definitely do not. TGM predates the introduction of that stuff, after all.

It's true that the SRS rotation system lets you get away with some really silly nonsense, but no matter what rotations you have, if you think carefully about how the shape of the stack affects the possibilities for movement, you can strategize and play accordingly.

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indigozeal

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@reruns: My argument would be that, regardless of their use in other Tetris titles, Effect relies way too heavily on those infinite spin/lock delay mechanics, to the point where the game actually becomes structured around them in fairly short order (and the physics are compromised to accommodate the play style). I understand your argument that it's playable, but it ends up being a different game than actual Tetris, one that doesn't feel good, isn't very fun, and is at odds with synthesthetic goal of many of the visuals. I wish they had explored using the gimmicks in the Effects modes in a more widespread manner to create challenge rather than throwing in so heavily on speed alone.

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KnockingNick

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As much as I am enjoying the game, I feel like I kind of suck at it; I'm stuck on that damn fire level in Journey mode, lol.

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mattack

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"This is only complimented". Complemented, not complimented.