{"id":81795,"date":"2019-02-11T19:00:41","date_gmt":"2019-02-11T19:00:41","guid":{"rendered":"https:\/\/news.xbox.com\/en-us\/?p=110292"},"modified":"2019-02-11T19:00:41","modified_gmt":"2019-02-11T19:00:41","slug":"pipe-push-paradises-puzzle-purgatory-comes-to-xbox-one","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/02\/11\/pipe-push-paradises-puzzle-purgatory-comes-to-xbox-one\/","title":{"rendered":"Pipe Push Paradise\u2019s Puzzle Purgatory Comes to Xbox One"},"content":{"rendered":"<div class=\"media_block\"><img decoding=\"async\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/Pipe-Push-Paradise-Key-Art-hero.jpg\" class=\"media_thumbnail\"><\/div>\n<p>Hey! I\u2019m Corey Martin. My pal Teodoro Zamudio and I made a small open-world puzzle game called <a href=\"https:\/\/www.microsoft.com\/en-us\/p\/pipe-push-paradise\/c57js25d29w2?activetab=pivot:overviewtab\"><em><strong>Pipe Push Paradise<\/strong><\/em><\/a>, which I\u2019m very excited to say will be available to download for Xbox One today! \u2018Thinky\u2019 puzzle games so seldom get console releases, and I\u2019m proud to be a small part of changing that.<\/p>\n<p><em>Pipe Push Paradise<\/em> is something of a throwback to old DOS classics like <em>Sokoban<\/em> and <em>Pipe Dream<\/em> (aka <em>Pipe Mania<\/em>), extruded into 3D. It\u2019s also heavily inspired by modern puzzle games such as <em>The Witness, Stephen\u2019s Sausage Roll<\/em>, and <em>A Good Snowman is Hard to Build<\/em>. As <em>Pipe Push Paradise<\/em>\u2019s designer, it was very important to me to explore the game\u2019s system thoroughly and obsessively, to present the player with strictly unique puzzles, and to make a lean, difficult game that\u2019s full of surprising ideas.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"lazyload alignnone size-full wp-image-110295\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/PipePush010.jpg\" alt=\"Pipe Push Paradise\" width=\"1920\" height=\"1080\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-110295\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/PipePush010.jpg\" alt=\"Pipe Push Paradise\" width=\"1920\" height=\"1080\" \/><\/p>\n<p>The basic premise is simple \u2013 you arrive on a small island (setting your puzzle game on an island makes it 10% better, I don\u2019t make the rules), the plumbing is a mess and it\u2019s your job to fix it. You do so by physically rolling pipes around, and rolling them can cause\u2026 well, surprising outcomes. For most puzzles, its immediately clear what shape you need to make, and getting there is the tricky part. In others, finding the shape you need to make can seem literally impossible (it\u2019s not!).<\/p>\n<p>Making this game was a pretty obsessive labour of love. When I first started making the puzzles, I\u2019d just throw elements around randomly and see if it was challenging. The thing you eventually realize is that difficulty is not what makes a puzzle interesting, it\u2019s completely peripheral. Any puzzle worth making illustrates a truth about the game\u2019s system. That\u2019s something you extremely rarely get from randomness. It comes from exploring and discovering the system yourself, finding something cool, then manufacturing a puzzle that forces the player to discover that truth as well.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"lazyload alignnone size-full wp-image-110294\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/PipePush01.jpg\" alt=\"Pipe Push Paradise\" width=\"1920\" height=\"1080\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-110294\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/PipePush01.jpg\" alt=\"Pipe Push Paradise\" width=\"1920\" height=\"1080\" \/><\/p>\n<p>I got some crucial advice along the way from game designer Alan Hazelden (co-creator of <em>Cosmic Express, A Good Snowman is Hard to Build<\/em>, and <em>Sokobond<\/em>) who said I should be able to clearly verbalize the idea or concept of any given puzzle. If I can\u2019t explain what makes a puzzle unique, or my language starts to meander, it\u2019s probably not a very special puzzle. It may seem like an obvious point, but it was a completely heartbreaking revelation for me. Setting that standard made me literally cut half of the game. As a result, there\u2019s no filler in <em>Pipe Push Paradise<\/em> and you have Alan to thank for it.<\/p>\n<p>As for whether you\u2019ll like this game, it mostly depends on whether you\u2019re ok with getting stuck. You\u2019re supposed to get stuck! It\u2019s hard. Some people feel judged by puzzle games, and I get that. I can tell you as its designer that I absolutely want you to finish this game. I have lots of stuff to show you, so don\u2019t give up!<\/p>\n<p><em><a href=\"https:\/\/www.microsoft.com\/en-us\/p\/pipe-push-paradise\/c57js25d29w2?activetab=pivot:overviewtab\"><strong>Pipe Push Paradise<\/strong><\/a> is available now for Xbox One and can be purchased from the <a href=\"https:\/\/www.microsoft.com\/en-us\/p\/pipe-push-paradise\/c57js25d29w2?activetab=pivot:overviewtab\">Microsoft Store<\/a>.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hey! I\u2019m Corey Martin. My pal Teodoro Zamudio and I made a small open-world puzzle game called Pipe Push Paradise, which I\u2019m very excited to say will be available to download for Xbox One today! \u2018Thinky\u2019 puzzle games so seldom get console releases, and I\u2019m proud to be a small part of changing that. Pipe [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[26],"tags":[],"class_list":["post-81795","post","type-post","status-publish","format-standard","hentry","category-xbox-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/81795","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=81795"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/81795\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=81795"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=81795"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=81795"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}