Break a little. Move a little.
Sound Shapes still confounds me. I've previewed the game several times and talked about it several times more, but I still feel like I'm not doing justice to the experience and in explaining why I'm so enthralled by it. This became exceedingly apparent when
WILLS_COOL_MODE commented last week that "everything [he's] seen [of it] just looks sooooo boooooooring."
Now the music and platforming genre bender from
Queasy Games and
Sony Computer Entertainment of America is here, and I have to come up with some way to explain why
Sound Shapes is so much fun or admit that it is, in fact, "soooooo booooooooring."

The best way to describe
Sound Shapes in its final form is to compare it to a musical instrument. When you think about a clarinet or a trombone or even a snare drum, you can imagine playing that instrument or you can imagine listening to someone else playing that instrument. In that vein,
Sound Shapes is a
video game instrument, bringing together an entire orchestra you can conduct with your thumbs and fingers.
When you start the game for the first time, you'll play two tutorials. The first explains the platforming. That's stayed the same since the first time we went hands-on with the title. You still control a little sticky ball that can unstick itself at your command and roll faster to narrowly escape hazards including lava-spewing volcanoes, lasers, and saw blades.
While you're navigating levels, you'll pick up notes. These notes build into the soundtrack, in addition to contributing to a tally at the end of the level.

The second tutorial level teaches players how to create levels and music for themselves. Notes can be placed by holding your finger anywhere on the
Vita's front touchscreen. The higher the note is placed, the higher it'll be in tone. Hazards and platforms are placed in the same fashion, with the rear touch panel allowing for movement, size, and orientation manipulation. The sheer volume of placeable objects, sounds, and enemies is astounding, mostly thanks to the high-profile contributors Queasy roped in with their stellar concept.
In order to unlock all of those customization options, you'll have to play though a just-long-enough campaign mode, comprised of several albums. Some were created by Queasy themselves, while others were contributed by the likes of
Deadmau5 and
Beck.
My favorite is the
Superbrothers-inspired Jim Guthrie album, complete with sharp pixel art. Despite the campaign's taught gameplay and excellent soundtrack, it's what players do with all of these options that will really floor you.
Swiping down on the
Sound Shapes home screen will take you to the community. Here you'll find the vast selection of levels published by other players. The first screen is filled in with any notifications you might have received while you were away (like if another player played and 'favorited' a level you created).
The next panel populates your screen with highly-rated, frequently played levels so you can immediately hop into the best tracks from around the world. The final screen is all about you, your levels, and your favorites so you can replay any you particularly enjoyed.
Finally, you can check out new releases and search for specific tags. Still, I've always had more fun playing an instrument myself as opposed to just listening, and the same holds true for
Sound Shapes.

Even if I don't walk away with a satisfactory creation, creating a level in Queasy's music box is so easy and painless, half the fun is messing around and seeing what you come up with.
Sound Shapes starts you out with a blank slate and a massive toolbox. Tapping the top-right corner brings up all of the instruments, terrains, objects (including enemies), and decorations you've unlocked. You can also switch the color palette on any screen.
In just under a minute you can whip up a neat track, build obstacles and platforms around it, and publish for the entire world to see. If you already enjoy creating your own levels in games like
LittleBigPlanet,
Sound Shapes will appeal to you immediately.
I, however, hate making my own content in games. If you sat me down with
LittleBigPlanet, you couldn't pay me to wade through the menus and objects available to build my level. I would laugh in your face and walk away.

I am not a game developer. I hate feeling like I'm doing the developer's work for them. That is not the case with
Sound Shapes. Creating my own levels and tracks is easily my favorite part of the game, so if I'm having fun, I'm willing to bet that you will too.
Sound Shapes exudes style, invites players to play and experiment graciously, and justifies the
PlayStation Vita's absurd rear touch panel. It was the only reason to be excited about the
Vita for months leading up to release and it is the only reason you need to buy a
Vita today.
There is an endless amount of replay value, thanks to the brilliant tracks the community is already hard at work on. The simplicity belies a brilliance developers have yet to touch on
Sony's new handheld platform.
I will say now that
Sound Shapes earns its grade as a
PlayStation Vita game, and while I recommend you play it on that platform, it's just as entertaining and enjoyable on your
PS3. Even if you don't have one, this is the must-buy Vita title you can play today.
Copy not provided by publisher.
StringerBell86
Joined: Mar 2012
I don't think I've ever seen GR give a game anything above a 4.5 (or "A" in the past... never "A+")
If you do think that this is a "perfect" game, then I will def take your word and buy it today
danielrbischoff
Joined: Nov 2009
Sound Shapes isn't perfect. I do wish there were more albums in the campaign and I'm sure someone out there will find something to hate about it, but it successfully lived up to my expectations and it is the perfect game for the Vita platform (at least at this point in the handheld's life).
If I were scoring this based off of the PS3 version, it probably would have gotten 4.5/5, if only because it would lack the touch screen controls.
De-Ting
Joined: Nov 2006
Noritama
Joined: Feb 2012
Bretimus_v2
Joined: Jan 2009
I agree, there just aren't enough levels, but I think that for $15 or $10 it's more than enough, especially since there are already some great homemades out there.
I really liked that there are different artists and designers working on things and how each album is really a different take on the game.
I really wish they included a straight soundtrack mode.
Poodleinacan
Joined: Aug 2012
The level creator is fun... But if you want to make specefic musics and things... you will be desappointed...
An addition of a bit-note maker would be great... That way, we could make more specefic sounds...
(I'm trying to make the Lavender Town theme... But the beat is a bit off, and I don't have the requiered sounds to make it... so it's on hold.....So I think I will try a different retro game (Star Control 2))
But the available do get a decent job, for making inventive musics.
The online part of it is pretty "fun"....
When we select a level, we can only see a thumbail of it, the autor's username, the level's title, a leaderboard and some misc info on how much people liked and played it.
Where it loses points are that we can only like a video or not (we can't dislike)... and the "featured" levels (well, it's more like the most liked/played levels) are all bad... I mean, really bad. Those levels are only music tribute to games (mario, zelda, ...) and movies like Star Wars who don't even sound like the original (we must actually use our imagination and ignore the level's music, for it to sound like it's trying to be... and they don't look like any work has been put in the music). ...They are aweful, and the better and more imaginative and wwell made levels are left unplayed, and in the shadow... because the menu doen't has a visible "Recent levels" option... it's in a "more options" part of the Online menu.
And, the game sounds WAY BETTER with headphones.