Style and substance meet incredibly simple yet subtle control to create an experience that borders on genius.

User Rating: 9 | Art Style: ORBIENT WII
In Art Style: Orbient It's all about art design (as the name itself suggests) and the biggest part of that is the music. It fits the feel and expansive interstellar visuals like a glove. Its ability to morph and adjust as you progress through a puzzle keeps you from being bogged down in its repetitive nature yet it also keeps you clamoring to progress as the drone can serve as a reminder that you're lagging behind. For me, it's all about the music and its adventuresome, sometimes even irritating minimalism. It's fitting with a game that is controlled with only two analog buttons.

But Orbient also has a unique and compelling game to offer. There's substance behind the style. You float through space controlling your trajectory by either enabling or reversing gravity (or leaving it off). Larger planets will pull you more than small ones but they will only change you're directory, not slow you down or speed you up. Get close enough to a planet and you will orbit it with a blithe disregard for the gravity of all others around. Physics is only a starting point for the gameplay of Orbient. Where it winds up is a whole new world of pushing and pulling yourself around via pseudo-gravity.

Rest assured, this is a very unnatural way to control your movement. You have only two buttons to worry about but figuring out what they will do at any giving point is almost impossible. You'll find yourself playing levels over and over again just to learn what the gravity and anti-gravity does at different points. You'll find it's as hard to predict as the answer to a riddle. What you've learned in a previous level will be useless when an entirely new arrangement of large planets throws off the entire gravitational field of the next one.

This is further complicated by a healthy assortment of non-gravitational objects that you must simply avoid, black holes that constantly pull at you even when you aren't using gravity and the relentless pursuit of the maximum number of satellites rotating around your own planet. Throw in dangerous and invisible zones with zero net gravitational pull that leave you hurtling to your death and you'll be forced to try and try again but that, to me, is the mark of a good puzzle. If you can look at the board and see the answer straight out then you might as well take the Wii out of the equation and play it on paper. The dynamic nature of the levels and the inability (at least on my part) to predict the gravitational forces without trying leaves you playing and playing and playing, and enjoying the style all the while.