PSP Review: GripShift

There's a key problem with developer SIDHE's GripShift for the PSP. It's a lot of things, and this combination is initially a turn off. Combat racing coupled with platforming doesn't sound like a blend that ever should have been attempted. The key here is to understand that this is not a driving, racing, or combat game. It's actually a clever puzzle title with a unique concept unlike anything we've seen previous.

Possibly the only way to describe GripShift is to imagine Super Monkey Ball with cars. The variety of challenges involve finishing first against opposing vehicles, collecting stars littered about the track, making risky jumps, and taking corners with precision that should be possible with the PSPs analog stick. The first time the player takes a turn, they'll fly right off the track. The idea is to be careful, not necessarily fast.

It's a tough turn off, and one you'll have trouble grasping unless you give it time. GripShift is trying to be a lot of things. It doesn't always succeed. Each short level (a minute at the most usually) presents a unique design to test every ounce of gaming dexterity you've accumulated over the years. That lends this the mark of "controller tosser." When you're controller is $250, maybe GripShift landed on the wrong console.

These levels, along with ones you can create yourself, fall into various difficulties. To unlock more, you'll need to earn medals by performing the multitude of pre-set goals. These tasks push the player as far as the gamer will allow. There's a lot of platforming in this pseudo-racing game. The controls are constructed wonderfully, allowing for control once in the air just as if you were on the ground. This lets you glide across levels to multiple different exists, the most difficult offering up more medals.

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Article Author: Matt Paprocki

Matt Paprocki is a 12-year movie and game critic. He currently freelances for Blu-ray review site DoBlu.com and video game site MultiPlayerGames.com.

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