Chicago (IL) - Imagine a game where you have to wrap a 3D object with a rope to
achieve set coverage before advancing to the next level. Sound stupid? While it sounds very odd on a paper, just like all great ideas you have
to see this one to believe it. Zen Bound is that game, and it's really something.
Zen Bound has been one of the most
anticipated iPhone games of 2009 -- the ultimate calm and meditative
puzzler that pairs a unique idea with flawless execution. What's more,
it trains your mind while being fun. Zen Bound is also gorgeous to look
at and makes great use of iPhone's accelerometer sensor. On pair
with the likes of Edge and Rolando, but with a new twist, Zen Bound
takes puzzlers on the iPhone to new, uncharted territories.
When
Steve Jobs first took a prototype iPhone in his hands and touched its
screen during the January 2007 iPhone introduction, the crowd went
wild. To many of us, it is this perfect interaction between a human
finger and the user interface that still amazes us the most. Since
then, many applications have taken advantage of the iPhone's many
sensors, like an amusing iSteam.
App Store games, however, are fully exploiting sensor capabilities to
elevate otherwise dull mobile gaming experience to new heights. In
fact, most iPhone games owe their playability to a creative use of accelerometer sensors. Paired with a clever idea and nice graphics, some
iPhone games are well worth the money and went on to become big hits,
like Ngmoco's Rolando.
In short: a game of rope and wood
Secret Exit's Zen Bound, published by Chillingo, is difficult to describe. Like the best iPhone games out there, Zen Bound combines a unique idea with superb technical executions and innovative use of controls. Basically a game of rope and wood, Zen Bound has you rotating a piece of rope around various wood and stone objects suspended mid-air, and all in 3D. I know what you're thinking, but give me a moment to explain why this precious gem has already been awarded first prize in the Excellence in 3D category at the IMGA awards, and why it ended up as a finalist in both Best iPhone game and Audio Achievement categories at the IGF Mobile 2009.
When
you're wrapping a rope in Zen Bound, you are also painting the object's
surface where the rope touches it. When you paint a preset percentage of
an object's surface, you advance to the next level. The excellent control
scheme relies on dragging with one or two fingers to rotate an object
or spin it radially. To control where the rope is held, you simply
rotate the handset. Such combination of finger and tilt controls feels
natural and completely blurs the line between portrait and landscape gameplay
orientation as it is constantly in flux. There are no time-limits so you can fully focus on the
task at hand. You are only bound by the preset rope length in each
level but this actually stimulates your mind to look for a shortest
painting-route to set records and get bonus points.
Gameplay: Uniquely captivating
Such a design also extends longetivity
and promotes such a mindful way of playing that it will have you getting back to
already finished levels to improve upon your score, but don't get me wrong
-- a high score is not the goal of a game like this that wants to be
enjoyed at a slower pace. Instead, Zen Bound challenges you in subtle, clever
ways, without attacking or forcing you. You will be surprised with how a
simple task like wrapping rope around wooden sculptures can become
surprisingly complex.
There are 51 levels in total that take far more
than a few hours to finish, and more levels will come in future updates.

TOUCH AND TILT CONTROLS
Controls combine dragging with one or two fingers to rotate an object or spin it radially and tilting the handset to control where the rope is held
Read on the next page: Game modes, Technical execution, Final conclusion and YouTube video of game in action




