Art of Balance

Art of Balance

There aren’t so many compelling block puzzle games anymore, arguably due to the fact that the basics (match three, complete lines to clear, etc.) have already been covered.  But Shin’en Multimedia’s Art of Balance does just that.

It’s not the first time we’ve seen it.  Back on the Wii in 2010 and later on the 3DS (2013), versions of the game were released to emphatic fanfare from both critics and the gaming community alike.  But the Wii U version of the game is the most complete and simultaneously beautiful to date, boasting over 200 levels in the Arcade single-player campaign, and a number of other interesting modes (including co-op multiplayer) to complement it.

asia 2
Immediately intuitive.

The premise is simple: you’re given a small collection of differently-shaped blocks, and you’re tasked with stacking them perilously atop one another without allowing them to topple.  If a block touches the water (or the ground outside the little tub you’re playing within), you lose.  This happens often in the tough later levels, but failure isn’t so painful as the level restarts very quickly to afford you a chance for reconciliation.

The mechanics are pretty forgiving in and of themselves; you don’t have to be perfectly centered with your placement of the blocks for things to remain stable in most cases, and success is declared after just three (neverending!) seconds of stability once the final block is placed.  Because of this, there are actually multiple solutions to many of the game’s puzzles, a design which provides a wonderful sense of fulfillment when you’re able to simply your mind wander seamlessly through the geometric intricacies of your sprawling creations and solve a puzzle via instinct alone.

Of course, things become progressively more difficult in the later stages (roughly around World 4 or 5 we’d say), with the introduction of such disruptive concepts as floating/unstable bases, glass blocks which shatter after a particular number of blocks are placed on top of them, and gravity-reversing blocks which effectively flip the playing field once they’re placed.  But throughout all of it, the fun persists, and while later challenges can occasionally prove frustrating, it’s only that much more gratifying to solve them as a result.

challenge mode
A timed challenge level.

The gameplay is simple and just about perfect.  You have the choice of either the Wii U Gamepad touchscreen or a Wii remote to drag, rotate, and release the blocks.  Progression through each challenge governed partially by an ordered introduction of blocks; you’ll have only a few to choose from at the start, and as you place each block, another becomes available.  It’s possible to preview which blocks are forthcoming, however, so you can plan to accommodate them when they come into play.  Completing a level takes you back to a world map of sorts with branching paths where you can work your way toward the final level of each world.  Additional worlds are unlocked once a set number of challenges have been completed.

All in all, as previously mentioned, there are some 200 puzzles to traverse.  Each of them is beautifully presented with serene Japanese-styled surroundings and a small tub of water meant as the playing area. The ripples of the water are as photorealistic as the gravity is authentic, such that it really just feels (at least, in the early levels, before the metaphysics takes hold) as though you’re sitting in front of a primitive block puzzle searching for a solution.  The music is also appropriate—it could be described as electronic chill music… sort of Moby-esque—but it can admittedly get a bit repetitive as the same themes are used throughout all of the levels in each separate world (apart from the challenge levels, which feature a different theme).

level selection
The level selection “world map” of sorts provides a fun visual sense of progression.

Apart from the main mode, there’s also an Endurance Mode, where you’ll have just three lives to complete as many puzzles as possible, plucked at random from the main game.  Each puzzle is ranked by its difficulty, and that, in conjunction with the speed at which you complete the puzzle, is used to score your performance once it’s complete.  The score is a running total that compounds as you progress, and at the end of each game, you can compare it to the leaderboards to see how you stack up against your friends and the rest of the world.

The other two modes are Tower Tumble and Swift Stacker.  Tower Tumble is arguably the more fun of the two; in it, players take turns placing blocks with the intention of arranging a perilous situation for the others without toppling the tower themselves.  The player to finally knock it over is the loser, whereas all of the other players then gain a point.  This is a lot of fun as eventually the better players are identified by their peers, who then inevitably proceed to scheme against and gang up on them, either working together to construct particularly sinister structures for the target player’s turn, or softballing their plays for the other players to allow the person preceding the expert to do their job.  Multiplayer is possible with either local buddies or friends/anyone over the internet, and it’s a valuable addition to this compelling $9 package.