Shatter Review
Block-rocking bats.
Version tested: PlayStation 3
Shatter - and this is something you don't often say of download games that cost less than a fiver - has an absolutely fantastic soundtrack. For the new PSN game by GripShift creators Sidhe, Module (aka Jeremiah Ross, a New Zealand electronica artist) has put together 90 minutes of warm, fat, fuzzy bass grooves over steady disco beats and under tidal washes of space-age synth, cut through with heroic stadium-rock guitar and sprinkled in pure, unadulterated SID-chip stardust.
It's quintessentially eighties but also distinctly modern, as close to Justice as it is Harold Faltemeyer. Where other neon-edged arcade revivals try to bring the aesthetic of old videogames "up to date" with thumping psychedelic rave that barely scrapes its way into the 21st century, Sidhe and Module have come up with something that's simultaneously more nostalgic and more relevant - not to mention more human, prettier, and easier to listen to for long periods without having queasy flashbacks to lost weekends. Classy, relaxed and quietly immaculate, the Shatter soundtrack is a perfect piece of retro-futurism. And so is Shatter itself.
It's not as easy as it looks to tackle the classic designs of the very early days of videogaming and innovate around them. It's even harder to actually improve them on a basic level, but that's just what Sidhe has done with Atari's venerable Breakout - or perhaps Taito's Arkanoid, the 1986 game that perfected the form, is a better point of reference. Shatter does for the bat-and-ball block-breaker what Geometry Wars: Retro Evolved did for the twin-stick shooter, or Pac-Man Championship Edition did for the yellow-thing-running-away-from-ghosts-in-a-maze-'em-up. Well, it doesn't quite match them in one area, but we'll get to that later.
The neglected netherworld of the Breakout clone hasn't seen a distinctive update in over a decade. The last notable version was probably the 1996 shareware cult DX-Ball. Ever since, it's been languishing on mobile phones, which is where games designers put all the solid old gametypes they don't know what to do with.

Playing with two balls takes, well... you can fill in the rest.
Sidhe freshens the template up in all the ways you'd expect, varying the size and shape of the playing field, adding power-ups, a layered scoring system, modern physics and a proliferation of new block types with different behaviours. It also adds one major innovation you wouldn't expect and would never have thought of: the ability to suck and blow waves of air from your bat, which doesn't just affect power-ups and other collectables, but also the loose, tumbling blocks themselves and - most importantly - the ball, allowing you to bend its trajectory while it's in mid-flight.
Combined with this game-changing twist are two much more subtle, but still brilliant touches. The surface of your bat is gently curved, meaning the ball produces a different bounce depending on where you strike it. It's a much more intuitive and predictable way to give the player more control than the vague notions of spin favoured by some games of this type. Also, there's a light but very precise indicator showing where the ball will hit if it continues on its current trajectory, which is essential for controlling the flight of the ball to the fullest extent, and which doesn't make Shatter as easy as you might think.
All of this gives the player an unprecedented amount of power and flexibility in a genre that's often frustratingly random, or at least, a test of reactions rather than skill and strategy. Shatter is still a game of chance at heart, but it's one where you have the tools to turn the tables on luck every once in a while, if you think fast and play creatively.
Ignoring the attempt - so perfunctory and stupid it's almost sweet - to give this entirely abstract arcade game some kind of plot, Shatter offers 10 worlds, each a sequence of rooms culminating in a boss. The rooms are sometimes squarish, with the bat sitting traditionally at the bottom; sometimes oblong, logically using the full spread of widescreen, with the bat on the left; and sometimes circular, walled about two-thirds of the way round with the bat at the bottom. The variety keeps you on your toes, although bounces can be mind-bendingly hard to work out in the circular rooms (which is the point, surely), and it's sometimes too easy to keep the ball permanently in play in the deep horizontal rooms just by blowing it away from you.
Blocks leave clouds of shards behind, which can be sucked towards you (when this won't send the ball somewhere you don't want it to go) for a score multiplier and to charge up your power gauge. Power can be unleashed in a "shardstorm", a sort of laser barrage from your bat than can be used to clear swathes of blocks at a time. It can also be used up to shield your bat from falling blocks, important in later stages - getting hit doesn't lose lives, but it takes the bat out of play for a second which is often long enough to miss the ball, and that does lose you a life.
Blocks drop power-ups fairly frequently. 1-ups are generously plentiful: with three continues available too, progress is pretty easy in Shatter until the final two worlds, which shortens the experience a little but keeps frustration low and focuses the mind on improving performance rather than survival. There are score, shard and power multipliers too, and two simple but desirable ball power-ups. Unstoppaball cuts through most blocks rather than bouncing off them, and Manoeuvraball is much easier to steer by sucking and blowing, a real boon in boss stages. Extra balls aren't a power-up, they're a choice, released at the cost of a life, with a big benefit to score if you can keep them in play.
It's all beautifully balanced and clear. Sidhe deserves credit for keeping the power-ups simple and useful, rather than flooding the game with hit-or-miss novelties. The designers have quite rightly poured their invention into the block types and room designs instead.

The shards are a crafty lift of Geometry Wars 2's geoms.
There are simple blocks, blocks that explode, blocks that weaken their neighbours when hit, blocks that drop when released by the destruction of anchor blocks, blocks that shoot off like rockets, blocks that suck and blow, blocks that work like hinges and pulleys. Sidhe takes the impish invention of Taito's layouts in Arkanoid and runs with it, constructing animated Heath Robinson cascades of cause and effect, just waiting to be spun into slow-mo, low-gravity chaos by your ball. It's beautiful, and new ideas keep coming all the way through. The bosses are brilliant too, devious and delightful enough not to be spoiled here.
If Shatter slips up anywhere, it's in its scoring. There's just a bit too much going on, the rules aren't transparent or consistent enough, and since the score multiplier is linked to hits off your bat as well as shard collection, it seems to reward playing without using the game's most interesting and skilful feature - the ability to suck and blow. The fact that the multiplier resets to zero at the start of each room constantly robs Shatter of the heart-in-mouth momentum that makes for the best score attack games, and the will to compete with your friends' scores - whether in the world, mode, boss rush or bonus categories - soon ebbs away.
In the end, Shatter is an engrossing, smart, beautifully conceived and executed arcade game, but it doesn't quite have the score-racking purity of purpose that makes a Geometry Wars, Pac-Man CE or Out Run Online Arcade so endlessly compelling. Once you've beaten it, which won't take long, you'll move on - but it's a blissful spell while it lasts, an absolute steal at £4.79, and a definite feather in PSN's cap. And you can always boot it up again just to listen to the music.
8 / 10
You may also like...
-
Retrospective: Star Wars Episode I Racer
-
Mass Effect 3 Demo: The First 20 Minutes
-
Face-Off: Final Fantasy 13-2
-
Why Devs Owe You Nothing
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Game of the Week: Catherine
-
Who Killed Rare?
-
App of the Day: Ascension: Chronicle of the Godslayer
-
Gotham City Impostors Review
-
Face-Off: The Darkness 2
-
Kingdoms of Amalur: Reckoning Review
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Grand Slam Tennis 2 Review
-
The Darkness 2 Review
-
EA evaluating FIFA Street features for FIFA 13
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Catherine Review
-
One Piece: Unlimited Cruise SP Review
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Sony admits "dropping the ball" with Demon's Souls
-
King Arthur 2 Review
-
Skyrim patch 1.4 now live for Xbox 360
-
Metal Gear Solid: The "Lost" HD Remasters
-
Catherine launch trailer is looking saucy
-
Skyrim patch 1.4 performance tip: make a new manual save









Comments (39) Latest comment 4 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
From Machinarium hands-on:
"Initially puzzles are gentle, pick-up-and-combine affairs, introducing the concept of the proximity necessary for interaction as you attempt to gain access to the Heath Robinson city where the majority of the game takes place"
From Shatter review:
"Sidhe takes the impish invention of Taito's layouts in Arkanoid and runs with it, constructing animated Heath Robinson cascades of cause and effect, just waiting to be spun into slow-mo, low-gravity chaos by your ball"
Can't believe I'm sad enough to have spotted this
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Its a solid 8/10 in my mind. Great fun to play, has that 'just one more go' appeal that seems to have vanished from games these days. The price is also spot on. More like this please
Comment below viewing threshold Show
Good price!
Comment below viewing threshold Show
Comment below viewing threshold Show
http://www.nurium.com/
Comment below viewing threshold Show
And also they thought of pretty much all the things I was going to put in (and more).
I confess I wasn't going to include Heath Robinson elements!
And it would remain a vertical not horizontal playing field.
But.
Apart from those points. And the fact that I haven't even downloaded XNA to my pc yet or even learned a scrap of C#.
EXACTLY the same!
Is there a Mind IP lawyer I can contact?
Is this likely to come out on 360?
And is it just me or are arkanoid, breakout games etc much better played for accuracy with a rotary dial or best of all... a keyboard?
Comment below viewing threshold Show
The game sounds great, I'll have to buy this when I get home.
Good review Oli, thanks.
Comment below viewing threshold Show
I liked playing an arcanoid-type game on my palm with a stylus. Very precise.
Comment below viewing threshold Show
'The fact that the multiplier resets to zero at the start of each room constantly robs Shatter of the heart-in-mouth momentum that makes for the best score attack games, and the will to compete with your friends' scores - whether in the world, mode, boss rush or bonus categories - soon ebbs away."
Actually the multiplier is irrelevant in boss rush mode, which is primarily about time, and bonus mode (score not dependent on multiplier).
Apart from that, I don't quite agree on the criticism of how the high scores work. I hate high-scores that purely depend on not dying / keeping the multiplier going forever. Instead, this game is all about the ability to launch any of your balls whenever you want. So if you have four lives, you can have all four of them in play at once. This is definitely something that the game also rewards, because you get more 1up powerups when you've got less than 2 lives, so you can take this gamble. The high-scores also show clearly that there's plenty of room to improve your scores - when I beat the game with one continue (which wasn't too hard fortunately, managed it first try with a few close calls) I scored 260 million, but the highest scores were well over 400 million back then (first weekend after launch).
There are a few not as obvious things in the game as well not mentioned here - you can for instance use a shield, and if a shard touches it, it will shoot away like a little laser/fiery projectile. If you attract shards while having the shield up you can have some nice fireworks. Also you can apparently (haven't managed it yet I think) get a super-ball if you launch another ball at the exact moment you bat away an existing ball.
Finally, the quality of the bosses deserves more attention - so very few games get that right, and I quite enjoy the bosses here.
If I would have any criticism its maybe that technically it's not that exciting compared to some games, and ditto the presentation. Music and gameplay make up for that plenty though. Still, it's made with PhyreEngine presumably also with the intent to be multi-platform later on (Gripshift went on to other platforms as well at some point).
Oh, and the load-screens, albeit very short, are slightly annoying - you don't expect to have to see them if you do a restart of the same level for instance, but this has partly to do with how it resets the physics. Sidhe seem to think they can do better though and are workign on a patch already to shave off those small imperfections.
As for the score, 8 or 9, fine with me - at the price it's definitely a steal.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
LOL it had to be said
Comment below viewing threshold Show
Comment below viewing threshold Show
Still, having listened to it for a bit just now, I bought it.
I won't buy the game. I don't need another game I feel guilty about not having time to play and finish
Comment below viewing threshold Show
Nah, I have both and while Shatter is great so is Fat Princess. I've played through Shatter and though it rocked pretty good, but it won't keep you busy for as long as Fat Princess will, at least that's how it was for me. I'd rate both Fat Princess and Shatter with 8 or 9 out of 10. Both are great PSN games.
Comment below viewing threshold Show
This shall be added to my list of games that support my Campaign For More Techno And Electronica In Game Soundtracks. Twenty years ago, everything had to be chip music, ten years ago the CD-based games got to the point where streamed music meant we could have thrash guitars and orchestras everywhere, and it seems that audio designers forgot the pleasure of the simple 'bleep'. This is a sad thing, and should be rectified!
Comment below viewing threshold Show
I disagree. If you focus on your friend list top scores, it will find that High Score Holy Grail so many other games also have.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Its what the Americans refer to as a Rube Goldberg
Comment below viewing threshold Show
I kid, I kid.
Comment below viewing threshold Show
I think Eden edges it slightly in that regard, but Shatter is an excellent game. Well worth a go for the price.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It is, indeed, a top tunefest.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
My personal gripes were firstly that it doesn't use much of the screen - in circular and vertical modes it uses barely half the area of a widescreen telly - even horizontal it has huge wasted areas given over to scores and HUD. Second was that the number of bricks is very small, making each round too short - some can be cleared in a single shard blast. I'd have liked full screen, and hundreds of smaller blocks, to up the precision required with the suck and blow (which is brilliant). Would also have suggested the suck and blow have a finite time (say with recharge) - it's far too easy to jam down the blow, and hardly ever have to bat the ball. There's also the usual problem of losing the ball in the fireworks, but that's to be expected.
But it is still a mighty fine piece of Retro Evolved magnificence, and a great warm up before Wipeout.
Comment below viewing threshold Show
The game itself is really damn good too.
10/10
Believe!
Comment below viewing threshold Show
Comment below viewing threshold Show
Breakquest and Nervous brickdown are okay, but try http://www.alphabounce.co m/ for the best idea of the genre I've come across recently.
Comment below viewing threshold Show
"Interview - Sidhe Talk Candidly About Shatter™"
BFN,
fp.
Comment below viewing threshold Show
Comment below viewing threshold Show