 Crush received generally positive reviews , with aggregate scores of 83 out of 100 from Metacritic and 82 % from Game Rankings . The game was highly praised for its innovative approach to gameplay . Ryan Davis of GameSpot appreciated Crush for owing " very little of its novel concept to games that preceded it " . Nick Suttner of 1UP called the game a " cognitively rewarding , expertly designed puzzle experience that truly plays like nothing else " . Reviews were mixed on the game 's learning curve . IGN 's Jeremy Dunham praised the ordering of the puzzle elements , that new gaming elements are introduced at " an ideal pace " , and that most puzzles have solutions where the player must " think ' outside the box ' " . Eurogamer 's Dan Whitehead commented that the game introduces these elements too quickly and " doesn 't give you much time to put the basics into practice " . Some critics found that elements of the game detracted from the game 's uniqueness . X @-@ Play 's Greg Orlando , while stating that this was " one of the most novel games ever made " , noted that it was " simply not very fun " , as it lacked many player incentives beyond manipulating the world and collecting objects on each level . Reviewers noted that some puzzles were awkward due to the selection of the PlayStation Portable 's controls . Reviewers found the game 's story poor , but this was overcome by the gameplay elements ; Charles Harold of the New York Times said " the minimal story is as forgettable as its puzzles are ingenious " . GamesRadar included it in their list of the 100 most overlooked games of its generation . Editor Jason Fanelli stated that the ability to switch from 2D to 3D was " one of the most unique ( at the time ) features we ’ ve ever seen . " 
 Crush received generally positive reviews , with aggregate scores of 83 out of 100 from Metacritic and 82 % from Game Rankings . The game was highly praised for its innovative approach to gameplay . Ryan Davis of GameSpot appreciated Crush for owing " very little of its novel concept to games <a href='null_relcl' title='1'><mark>that</mark></a>preceded it " . Nick Suttner of 1UP called the game a " cognitively rewarding , expertly designed puzzle experience <a href='null_relcl' title='2'><mark>that</mark></a>truly <a href='uninflect' title='3'><mark>plays</mark></a> like nothing else " . Reviews <a href='uninflect' title='4'><mark>were</mark></a> mixed on the game <a href='null_genetive' title='5'><mark>'s</mark></a>learning curve . IGN 's Jeremy Dunham praised the ordering of the puzzle elements , <a href='null_relcl' title='6'><mark>that</mark></a>new gaming elements are introduced at " an ideal pace " , and that most puzzles <a href='got' title='7'><mark>have</mark></a> solutions where the player must " think ' outside the box ' " . Eurogamer <a href='null_genetive' title='8'><mark>'s</mark></a>Dan Whitehead commented that the game <a href='uninflect' title='9'><mark>introduces</mark></a> these elements too quickly and " doesn 't give you much time to put the basics into practice " . Some critics found that elements of the game detracted from the game <a href='null_genetive' title='10'><mark>'s</mark></a>uniqueness . X @-@ Play <a href='null_genetive' title='11'><mark>'s</mark></a>Greg Orlando , while stating that this was " one of the most novel games ever made " , noted that it was " simply not very fun " , as it lacked many player incentives beyond manipulating the world and collecting objects on each level . Reviewers noted that some puzzles <a href='uninflect' title='12'><mark>were</mark></a> awkward due to the selection of the PlayStation Portable <a href='null_genetive' title='13'><mark>'s</mark></a>controls . Reviewers found the game <a href='null_genetive' title='14'><mark>'s</mark></a>story poor , but this was overcome by the gameplay elements ; Charles Harold of the New York Times said " the minimal story is as forgettable as its puzzles <a href='drop_aux' title='15'><mark>are</mark></a>ingenious " . GamesRadar included it in their list of the 100 most overlooked games of its generation . Editor Jason Fanelli stated that the ability to switch from 2D to 3D was " one of the most unique ( at the time ) <a href='uninflect' title='16'><mark>features</mark></a> we ’ ve ever seen . " 
Crush received generally positive reviews , with aggregate scores of 83 outt of 100 from Metacritic and 82 % from Game Rankings . da game was highly praised fir its innovative approach to gameplay . Ryan Davis of GameSpot appreciated Crush fa owing " very lil of its novel concept to games preceded it " . Nick Suttner of 1UP called the game a " cognitively rewarding , expertly designed puzzle experience truly play like nothing else " . Reviews was mixed on the game  learning curve . IGN 's Jeremy Dunham praised the ordering of tdapuzzle elements , new gaming elements r introduced at " an ideal pace " , and dat most puzzles got solutions where the player must " think ' outside thdaox ' " . Eurogamer  Dan Whitehead commented that the game introduce these elements too quickly and " doesn 't give u much time to put the basics into practice " . sum critics found that elements of the game detracted from thedame  uniqueness . X @-@ Play  Greg Orlando , while stating tdatthis was " one of the most novel games eva made " , noted thdatt was " simply not very fun " , as it lacked many player incentives beyond manipulating the world and collecting objects on each level . Reviewers noted that ssumpuzzles was awkward due to the daection of the PdaStation Portable  controls . Reviewers found the gada story poor , but this was overcome by the gamdaay elements ; Charles Harold of the New dak Times said " the minimal story is as forgettable as its puzzles ingenious " . GamesRadar included it in their list of the 100 most overlooked games of its generation . Editor Jason Fanelli stated that the abilidato switch from 2D to 3D was " one of the most unique ( at the time )daature we ’ ve eevaseen . "