They say that imitation is the most sincere form of flattery and if there’s any truth to that then Notch, creator of Minecraft, must be feeling awfully flattered. Whilst there’s only been a few outright copies that have looked to capitalize on Minecraft’s success there’s seemingly an endless number of games that have drawn inspiration from it. From games like Terraria which translated the idea into 2D and then added its own flavour to others which have taken the block/mining/building idea and put some kind of twist on it. Blocks That Matter is the latter, being a 2D puzzler that uses the idea of mining and placing blocks as the main game play component.
Blocks That Matter puts you in control Tetrobot, a small white block with arms, legs and a drill who’s capable of mining blocks and placing them anywhere on the map. You’re the creation of 2 struggling game developers who, instead of working on their latest title, were working on you. This drew the ire of a mysterious individual who kidnaps the developers and forces them to complete their game. You are their only hope for rescue and in order to make it to them you have to navigate your way through various puzzle areas in order to reach a portal that will transport you closer to them.
Whilst there’s nothing particularly amazing about the graphics of Blocks That Matter I did find it quite visually pleasing, mostly because of the neo-retro aesthetic that’s consistent throughout the entire game. There’s a definite homage to the classic platformers with many of the tile sets bearing a striking resemblance to the games that inspired them. That being said whilst it might be inspired by several different games of yore Blocks That Matter still has its own distinct style about it and I certainly never found myself thinking I was bored with it visually.
As I alluded to earlier Blocks That Matter draws inspiration from Minecraft for one of its main mechanics but it also combines aspects from another game to give it a challenging bent. Whilst you’re free to mine and collect certain types of blocks (a selection which gets expanded as you progress) you can’t simply place any block wherever you want. There are 2 simple rules to placing blocks: the first is that it must attach to another block or a wall somewhere, meaning you can’t just place them in the middle of the air. The second, and by far the most challenging aspect, is that all the blocks must be placed in sets of 4 meaning all the shapes you can create are in fact are tetrominoes (the pieces found in Tetris).
In the beginning this doesn’t present too much of a challenge, especially once you figure out certain ways to construct things that will allow you to recover the majority of your blocks whilst getting one of them into the position you needed it in. There’s also some areas where Blocks That Matter shows off some emergent game play aspects because of this as if you manage to save enough blocks you can effectively get yourself anywhere on the map without too much trouble. This idea of block conservation becomes key in later levels as many of the puzzles will be incredibly difficult unless you have a certain number of blocks spare.
This becomes even more important when you’re given the skill which can destroy any type of block (useful as there’s many block types that you will simply never be able to drill) as long as they’re in a row of eight or more. Quite often you will be able to make rows with a certain minimum number of blocks, however should you simply rush into it you’ll end up wasting blocks that you didn’t need to. Finding these little block advantages isn’t necessarily required if you’re just trying to get to the end however should you want to mine the block that matters (the little treasure chest shown in the bottom left hand corner in the screenshot above) every block counts as most of the time you’ll need all of them to get to it.
For the most part the puzzles are challenging and rewarding upon completion, especially when you manage to get through them the first time through. However I feel there’s a critical flaw in the way most puzzles play out. You see it’s quite possible for you to get yourself into a situation where you will not be able to complete a level (like being trapped under undrillable blocks). Don’t worry you can suicide yourself and restart the level, all good right? Well whilst that does get around the sticky problem of having to playtest everything so thoroughly that the players can never truly bugger themselves up it does mean that challenges you once completed get undone, forcing you to replay that section of the level. When you make a simple mistake right at the end of the level having to replay it all from the beginning isn’t that fun, especially if that “mistake” was misplacing a block which you could no longer recover.
The puzzles also start to get a bit samey after a while, even with the additional upgrades that add different game mechanics. There’s just over 40 levels in the adventure mode and another dozen or so in the bonus section but by about the halfway point you will have seen most of the tricks. From there on it’s just a matter of making your way through them, conserving blocks and figuring out which types need to be saved and which can be turfed. Don’t get me wrong, I’m sure there’s a lot of people who will enjoy that kind of challenge, but it certainly lost me by about level 34 or so, to the point where I didn’t bother playing through until the end.
The story is also a little strange as it takes the 4th wall, smashes it into pieces and then proceeds to dance on its bloody corpse for the rest of the game. The characters are Penny Arcade style spin offs of their creators being 2 independent game developers which mirrors Swing Swing Submarine’s actual development crew. It’s a rather light hearted affair and really only there to give you some modicum of motivation to keep doing what you’re doing but I couldn’t help but feel a little awkward during any of the plot points thanks to that 4th wall chicanery.
For a game that’s essentially a mash up of nearly every game that my generation grew up on Blocks That Matter does a great job of creating its own unique experience using all those elements without feeling like a cheap imitation. The puzzles are challenging, artwork unique yet familiar and the overall experience is smooth and trouble free. The story and having to repeat challenges ad nauseum are where Blocks That Matter lets itself down and whilst there’s no easy way to fix the story the addition of a quick save system would go a long way to making those long, complicated puzzles towards the end much more enjoyable. For fans of puzzlers or just those of us who grew up on all the titles that Blocks That Matter pays homage to there’s a lot to love in this game and is worth paltry price of admission.
Blocks That Matter is available on PC and Xbox right now for $4.99 and 240 Microsoft Points respectively. Game was played entirely on the PC with around 4 hours played and 28% of the achievements unlocked.
4 hours played, 28% of the achievements unlocked.