Picross 3D [Nintendo, DS, Amazon link]
Writing about Picross 3D turns out to be more of a challenge than expected not because it’s not a fantastically inspiring game, but because there’s little to be added that Margaret Robertson didn’t already lay out succinctly in her Offworld writeup of its import debut over a year ago.
We were obsessed with it then as much as I have become re-obsessed now, not just because the lineage of logic puzzles that came before it have remained an underdog favorite genre, but because it truly is — as Margaret said — the world’s best representation of an entirely under-realized game design verb: sculpting.
Borne of Nintendo’s original reimagining of the popular pen-and-paper logic puzzle pursuit known as nonograms (well before sudoku would, somewhat unfortunately, claim the ultimate logic crown [nonograms honestly being the more stimulating and rewarding game!]), Picross 3D is the Michelangelo equivalent to the original Picross series’ semi-Seurat-ish pointillistic painting.
It’s a succession of spatial-logic “if… then” statements that’s extremely hard to properly express in words, but when you’ve learned its language it’s as magical a conversation as you’ve ever had with a game, and one that only occasionally falters when the game speaks too fast for you to keep up with.
It’s as equally hard to explain just what makes Picross 3D such a potent puzzler as it is to do so while avoiding repeating everything Margaret tried to tell you a year ago, so suffice it to say that it’s a masterstroke of a thinking-game on Nintendo and developer HAL’s part, and, as an unintentional simulation of the masterwork act of chipping away to produce something beautiful, entirely unmatched.