Tetris Effect Review – PC / VR

I originally reviewed Tetris Effect for the PS4 back in November, and at the time I thought it was an exclusive, but Epic Game Store has somehow managed to start offering a whole batch of Sony-exclusive titles for PC on their game platform and Tetris Effect just became one of them. As is the case with any console title I play, especially console titles that support VR, I always wonder just how much better that game would be on a PC and now I know.

I had no real tech issues with Tetris Effect back on the PS4. It looked and ran great on both a standard screen as well as the PSVR – actually it ran a bit better in VR, but there is always room for improvement and this new PC version puts the spit-shine polish on an already fabulous game. It’s so much better it might be worth considering a double-dip. This new PC version offers the ultimate visual package with 4K (or higher) support and uncapped framerates, so those of you with G-sync or FreeSync monitors can actually run this game in 2D smoother than the 90hz VR mode. There is also ultra-wide monitor support, which seems totally pointless for a game with a vertical orientation. There are plenty of PC-only options available such as texture filtering, particle size and volume and the ability to render at higher resolutions than your display. My RTX20080ti was crushing this game at 4K max settings and 200% rendering for VR.

As of this review I now have 32 years of Tetris experience. Yes, I was around when Spectrum Holobyte released the first commercial version of the Russian puzzle game back in 1987; pretty much the birth of PC gaming where we were being dazzled with 16-color EGA graphics. Those who weren’t “cutting edge” could still play in 4-color CGA.   Over the past 32 years there have been countless spinoffs and variations of the Tetris theme, and the game has appeared on every conceivable format including flip phones and graphing calculators.

Ironically, despite the flashy effects and gorgeous 4K visuals found in the new Tetris Effect, the core game hasn’t changed.   You steer, rotate, and fit various shaped blocks called Tetriminos as they fall from the top of the screen into a well. The idea is to complete horizontal lines of blocks that will then vanish and count toward your line score. Clearing multiple lines grants bigger points and clearing four lines at once is called a “Tetris”. Your goal is to play as long as possible before the blocks reach the top of the well.

Tetris Effect expands on that premise with a few interesting enhancements to the original rules, but mostly this new vision of Tetris is here to wow you with dazzling visuals and a totally immersive VR experience for those with an Oculus Rift or HTC Vive, which leads into my main issue with the game. Tetris is a game about focus and concentration, and while the game is totally playable in both screen and VR modes the epic presentation going on behind the scenes is constantly competing for my attention; perhaps a bit more so in VR since your peripheral vision is also being stimulated. Thankfully you can use the left stick to zoom the play area in or out to find a comfortable distance. Tetris requires constant analysis of the current playfield, the block that’s falling, the block that’s coming next, and the block you may have in storage for swap. So you are either going to tune all the “presentation stuff” out in which case, why have it, or you are eventually going to get distracted by a horse or a fish or a lunar rover driving across the moon and lose the game.

I did notice that all the visual glitz is not nearly as distracting when playing on a standard screen, but the default zoom is ridiculous, so make sure to go into options and zoom in the view. It actually needs another level of zoom in my opinion, because on my 75” screen the actual Tetris playfield was a very small part of the overall composite image. So you have 10% of the screen as playable and the other 90% as something trying to distract you from playing the game.

Tetris Effect offers 30+ stages and 10+ modes starting with the Journey Mode; where creative levels are strung out in this galactic map and divided into six areas. At the end of each area you are provided a summary screen with a score and a ranking. Playing on Normal skill I was lucky to get higher than a C, and about halfway through the Journey map I was unable to even finish the puzzles at all, forcing me to swallow my pride and 30 years of Tetris experience and drop to Beginner where I was able to finish out the map. The thing with Journey Mode is that each area may have 3 or more puzzles and each one carries your stack of blocks into the next puzzle, so if you are close to the top of the well and hit your line count and advance to the next puzzle where the speed is almost certainly faster, you are probably in trouble.   Unpredictable speed changes also led to many premature losses. Normally there is a measured increase of speed as you complete lines but sometimes, out of the blue, speed would spike, going from a 5 to a 10 in the one puzzle that forced me to rage-quit and switch to Beginner.

Effect Modes is the place to go to experience the majority of the game’s content including all sorts of game modes, setups, and rules to fit your current mood. Here, you get to choose your avatar from one of 200 unlockable options and pin your location on the spinning globe. The opening screen will not only show the top four trending modes at the moment, you will also see all the other Tetris Effect players orbiting the globe in avatar form along with their level number. There is an orbit option that lets you swim around the planet and check out the map or swim by other players, and there are detailed rankings and leaderboards for all skill levels and game modes. Despite all this slick global community presentation, Tetris Effect remains a one-player game and Effect Mode is where you come to Relax, Focus, or test your skills in Adventurous and Classic game modes.

As far as just a Tetris game, Tetris Effect is pretty good if you can manage to avoid the distractions. The D-pad moves the pieces side to side while pressing up will “hard drop” the piece immediately or pressing down will “soft drop” the piece faster than the current speed. R1/L1 swaps pieces in and out of a holding area (once per piece), which can provide a huge tactical advantage. One of the cool new gameplay enhancements is the Zone feature that slowly fills a meter as you clear lines. At any time you can hit either trigger to freeze the game allowing you to manually move and place as many Tetriminos as possible until the meter expires, at which point all completed lines are removed for big bonus points.

As stated earlier, Tetris Effect seems to be more about the presentation than the actual game, and when I learned that the developers were the same people who brought us Rez Infinite and Lumines that really sunk in. Rez incorporated all of its psychedelic insanity right into the gameplay while Lumines was a Tetris derivative already whose gameplay was also hampered by distracting presentation. Whether this imbalance of presentation vs. gameplay is an issue for you is totally subjective. The level of creativity and technical artistry on display is truly remarkable in all these wondrous set pieces that I am doing my best to ignore for the sake of doing well in the game. It’s so frustrating!

The one part of the presentation that you can still enjoy while successfully playing the game is the outstanding soundtrack. This is the type of music you could just play on a loop and lose yourself in meditation. Even better, many of the moves you make within the game create their own sampled visual and sound effects that blend into the existing track to create something wholly original every time you play. Your gameplay actually fuels the soundtrack.

Tetris Effect in VR is stunning beyond words, and the Oculus Rift S is so much clearer and crisp than the PSVR. I also tested with the Vive, and while it was slightly better than the PSVR in resolution the god ray effect coming off the Fresnel lens was too distracting. In VR those amazing backgrounds are no longer just backgrounds; they are actually living, breathing worlds that you inhabit. It just so happens there is a giant monolith in the middle of each world with Tetriminos falling from the top.   And what’s really cool is that when you complete each level you enter that monolith like a portal to the next world.  It’s easy (or easier) to focus on gameplay sitting across from a monitor or TV screen, but it’s another thing entirely in VR being underwater surrounded by fish or watching a moon buggy drive across a lunar landscape, or flying down a neon skyline while New York jazz piano plays or any of the other truly remarkable set pieces.   There is an obvious hit in resolution when playing in VR vs. 4K, but the game still looks fantastic and there is one key benefit to playing in VR; a severe reduction in latency; at least if you are using a 60Hz screen with v-sync . The refresh rate of your screen versus the 90Hz lenses makes the controls much more responsive, and will noticeably impact/improve your gameplay.

As I said in my PS4 review, Tetris Effect comes off as more of a novelty title than a game targeted toward serious Tetris gamers (if those still exist). Tetris was born out of simplicity; a game playable and just as enjoyable on a black and white Macintosh decades ago. I’m sure 4K and HDR could probably enhance Tetris in some way, but creating dozens of gorgeous distractions probably isn’t it. Aside from some scalable presentation improvements based on how much power your PC and/or VR gear has, Tetris Effect on PC is really no different than its console cousin. I’ll concede a small bump in the score based on these improvements, but you really can’t go wrong with either version. Obviously if you have a high-end PC and a PS4 I’d lean toward the PC version for the ultimate experience. If you’re going for the VR experience then I’d rank them Rift, PSVR, and Vive in that order. If you have any love of Tetris whatsoever then you simply must experience Tetris Effect because it is just that…an experience; and one you won’t soon forget.

Screenshot Gallery

Author: Mark Smith
I've been an avid gamer since I stumbled upon ZORK running in my local Radio Shack in 1980. Ten years later I was working for Sierra Online. Since then I've owned nearly every game system and most of the games to go with them. Not sure if 40+ years of gaming qualifies me to write reviews, but I do it anyway.

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