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Maybe I was dehydrated.īut a few days later, one more play session confirmed it: Crush made me downright sick. With horror, I turned off the game and tried to rationalize this dizziness away, even though it was markedly worse the second time around. I crushed my way through a few levels until I realized that the previous day's dizziness and disorientation were gradually coming back. The next day, we settled down to a quiet gaming session, and of course I chose to play Crush. When I finally put the game down and went to grab a drink, my husband looked me up and down and asked "Are you all right? You look pale." At his encouragement, I decided to lie down and sip some weak tea, because now that he mentioned it, I sure didn't feel all right. I blazed through the first world in one sitting, relishing the game I'd always wanted to play. The feeling of clearing a level was so satisfying.
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So when I got a PSP, bargain-bin Crush was the first game I snatched up.Īnd it was everything I had dreamed it would be. Switching from 3D to 2D would make uncrossable gaps crossable, bring distant objects close together, and allow the protagonist to reach unreachable areas. The premise was nearly identical to one I had concocted years earlier during lazy daydreams: gather marbles from fantastical block landscapes, using the ability to "crush" the 3D world down into 2D.
PS4 FALLOUT 4 MOTION SICKNESS PORTABLE
That game was Crush, a PlayStation Portable puzzle game developed by Zoë Mode. I wasn't much for first-person games, but that was because I found them awkward and repetitive, not because they made me want to chug Pepto Bismol.Ī few years later I heard about the existence of a game I had once fantasized about creating. Luckily, games never afflicted me that way.