Tetris Effect: Connected - Review

You’ll have to be quick if you want to set up a killer zone attack.

2020 hasn't been the greatest year for... well, humanity. But it is shaping up to be a great year for Tetris players.

The last decade has had some ups and downs as well: Tetris Ultimate from Ubisoft was destined to be the new mainline Tetris game of choice, but was plagued by issues early on and failed to excite the fanbase. The popular “Tetris Friends” website was phased out in the middle of 2019, leaving a hole in the multiplayer online scene. Then there are some bright points: Tetris 99, the collaboration between Arika and Nintendo, brought Tetris into the battle royale scene for Nintendo Switch players free of charge (as long as you had an online membership.) Fan-made Tetris “inspired” clones (essentially Tetris in all but name) such as JSTris and Tetr.io have also sparked a resurgence in the online multiplayer scene with robust customization options and stat-tracking.

Another bright spot (like, REALLY bright — think lens flares and supernovas) was Tetris Effect, a VR Tetris experience. It’s safe to say nobody really asked for it, but there it was, and it was beautiful. It wasn’t simply Tetris with a new coat of paint though: Tetris Effect had plenty of new modes that kept veteran players coming back.

In Tetris Effect, the main single player campaign known as “Journey Mode” featured a new signature mechanic: the “Zone Meter”. This meter charges up as you clear multiple lines or perform combos, and once activated, the action freezes on-screen, allowing you to rack up as many line clears as you can before the meter runs out. Instead of disappearing, the finished lines sink to the bottom and glow. The resulting clears are named depending on the number of lines cleared, such as Octotris (8), Decahextris (16), Perfectris (18) and the very-difficult-to-achieve Ultimatris (all 20 rows). Unless you’re working your way from the bottom to the top, you will quickly run out of room as the clears push your board out of playable range, meaning your placement to achieve an Ultimatris must be perfect.

This board clearing mechanic, along with other great new single-player modes such as Purify, solidified Tetris Effect among fans of all types who had previously seen it all. However, Tetris Effect had no real multiplayer mode, and when Tetris 99 arrived on the scene about four months later (seemingly out of nowhere), it grabbed the spotlight in a big way.

The ranked match menu tracks your individual score rankings.

Now, almost two years after Tetris Effect was initially released, Tetris Effect Connected brings back everything that made the original great, along with some of the most innovative multiplayer the series has ever seen. And the long wait was so incredibly worth it.

Let’s get the unfortunate news out of the way: People who already own Tetris Effect on PS4 or the Epic Store release on PC won’t be able to play Tetris Effect Connected on the legacy versions until the summer of 2021. In another casualty of timed exclusives, you will need to play Tetris Effect Connected on either Xbox One (and above) or on PC via the Microsoft Store, where Tetris Effect is appearing for the first time. Yes, just in time for the Xbox Series X/S launch.

I can’t imagine fans of this game will want to drop full price again to play it on a different platform, new modes or not. Luckily, the game is included with Xbox Game Pass as well as its PC counterpart. PS4 owners will likely be stuck shaking their fists until Summer, but for those of us who have already been playing on PC, I really recommend you go with this option and just install it again. Xbox One and new Series S/X users have absolutely nothing to lose.

Getting “Connected”

The centerpiece of Tetris Effect Connected is the new “Connected” mode. This mode actually isn’t competitive at all, but cooperative. While this isn’t the first time a version of Tetris has adopted a co-operative mode (Tengen’s version of Tetris for the NES and Tetris the Grandmaster 2’s Doubles mode come to mind), this mode is balanced in such a way that avoids that overbearing “too many cooks in the kitchen” feeling. Teams of three are matched together to take on several AI controlled bosses named after zodiac signs.

The action starts with each of you controlling your own boards, trying to charge a shared meter between the three of you by making clears. As you do this, the AI is charging its own meter that hits all human players with various status effects. These can range from things as simple as dropping random junk onto your screen, all the way to making your entire playfield temporarily invisible. Oh, and it is as hard as it sounds (Luckily, you can still see about where your piece will land in relation to the board thanks to the still visible “ghost piece”). Nevertheless, this is what tends to wreck most Connected players, if limited online experience up to now is any indication.

Sending this water sign up the river.

Your best chance against these zodiac-themed killer CPUs is to get your shared meter up to full charge and enter this mode’s spin on the “Zone” mechanic. The music motif will ramp up and prepare you to get in the zone, which happens automatically within a few seconds of maxing out the meter. Then, your boards collapse down, leaving no gaps in the columns, and all player boards are combined into one giant board.

The objective, much like elsewhere the Zone mechanic is used in the game, is still to clear as many lines on the board as you can, but this is much harder considering the now huge width of the board, and the fact that each player takes turns placing their own blocks. The first time you see it, you’re likely to feel completely stunned, but it’s important to keep dropping blocks. You’re likely to get a few third wheels on your team who take all the time in the world looking for the perfect spot, but the perfect placement rarely exists. The best strategy is just to keep moving, and if someone does accidentally foul up your progress placing over a gap, there are shining purple blocks randomly given out to the players that will push down all columns under them to iron out the kinks in the board. You’ll likely have to get your meter back up several more times to make each AI boss top out, so it’s important to stay diligent.

Seems massive, but one line at a time!

If that wasn’t enough, log in during what the game calls a “full moon” phase. Tetris Effect players might remember that on Saturdays, playing “Effect Mode” games online had a special collaborative leaderboard feature for a subset of the game’s many special modes, and if enough people sent in their high scores, a special goal would be met. Tetris Effect Connected also has a special feature for you on Saturdays: Connected Vs. mode. This time, a fourth human player takes the place of the boss AI character. Human bosses are even harder to take down, and there are special unlockable avatars for players who can rack up boss wins with the different types of zodiac characters.

Of all the modes on offer, “Connected” seems to take it home: Co-operative Tetris play has rarely been tried, and yet it just works here. The shared torment of all the status effects raining down on you and your teammates, combined with the rush of taking turns completing a giant board, brings about a feeling of camaraderie that is unmatched. That is, when you’re not yelling at the slackers to “JUST DROP IT SOMEWHERE!” You’ll also have, like in all modes, a letter grade and stats waiting for each player after the match, to show just how much you were carrying your team. It’s as competitive as co-op can get.

The game’s take on the standard “versus” mode is also something you can’t get anywhere else. You’ll be sending garbage to your opponent like usual, but you’ll also be building up a zone meter to use against each other. This mode is named “Zone Battle”.

Admittedly, the first time I saw the zone mechanic in single-player, it was charming but felt a bit supplementary. However, nailing a Perfectris in a match against another player (I’m sure some are crazy enough to try an Ultimatris in a heated match, too) is akin to the rush of pulling off a “Fatality” in Mortal Kombat. The feature makes so much more sense in this context. When you hear your opponent beginning a zone attack, going a note up the scale each time a line is cleared, you know something big is coming, and you’d better have something to counter it, preferably starting your own zone attack. Being a master at traditional versus Tetris isn’t a guarantee you will succeed here, as a well-timed and effective zone attack can quickly change the tide of battle.

Line or “I” blocks are in short supply in this mode…

The last two modes are Score Attack and Classic Score Attack. This might be what ends up sealing the deal for most Tetris maniacs. Amazingly, Classic Score Attack feels just like watching a match of Classic Tetris World Championships on Youtube. With the help of CTWC veteran Greentea, the developers were able to adapt the feel of NES Tetris to Tetris Effect, while still being its own thing.

It’s important to know just how different Tetris is between these two generations. In modern Tetris, the pieces are handed out in what is known as “7-bag”: You’ll get some configuration of the seven pieces randomly dispersed and then handed out again. This means another long block is never more than 12 pieces away. No such thing in classic Tetris: the pieces can feel truly random here, and you could be waiting forever in what competitors call “droughts”. Your longest drought will be counted up and presented at the end of the match along with your rate of “Tetris” clears as a percentage, among other info.

Obviously, there is no holding pieces, but also no hard-dropping (instantly dropping your piece), and your pieces will lock into place nearly as soon as they hit another piece. Most important to remember is the dramatic difference in scoring between “Tetris” clears and all other line clears. As the game gets faster, “Tetris” clears are worth more and more. It’s good to start stacking for Tetris’ early and often if you want to win. All of this is made even more foreboding by the spine-chilling remix of the classic theme.

If you wanted the feel of competitive NES Tetris at home, you would have to set up two systems and tube TVs back to back, whereas this mode truly brings the experience home by counting up the points for who is currently in the lead and by how much. It was wholly unexpected for Tetris Effect to try to tackle classic Tetris, but they completely nailed it. If this sounds like hell, and you’d rather be setting up Triple T-Spins, the regular Score Attack is also available to settle the score with other players.

Collect them all by finishing multiplayer tasks.

As far as complaints are concerned, matchmaking in the “Connected” mode seems to have dropped off since launch. This is perhaps because tackling the hardest modes is best suited to a proven team of online friends.

Also, as of this writing, in both score attack modes, the game has been designed to let a winner continue playing even after the loser has topped out and is no longer able to play. This is leading to a lot of people closing the game out of impatience, as they have no other option but to let the winning player keep playing while they watch for the final results. If a topped-out player does this, the remaining player does not get credited a win, and their score ranking also goes down! I’m hopeful this will eventually be fixed, but in the meantime, be sure to top out once a losing player is no longer able to play. This is the best way to ensure that they will not try to disconnect and essentially take the win from you.

Another concern is more a request to developers for future updates than a warning for players, although it can be both. As I mentioned, it has become increasingly difficult to get matched up in the “Connected” mode. It’s easiest to find players at the first difficulty level, the only one available upon first entering the mode. However, some of these beginner players don’t seem to understand that your move once entering “the zone” isn’t complete until hard-dropping the block. I realize that some might not even know the default button for this, so from a design perspective it would be best to prompt players how to drop their block (along with the button assignment), especially if their move has taken an excessive amount of time. This will move the action along for the other players.

I would also like to have seen a multiplayer take on “Purify”, the game’s garbage clearing mode where you are tasked with clearing as many purple blocks as you can before the infection spreads. However, what is here is such a surprise.

Tetris Effect Connected is a labor of love by Tetris fans for Tetris fans, much like the many fan games out there. Certainly Tetris 99 was an upheaval of what people expected from Tetris, but thanks to this game and the popularity of CTWC and fangames, a complete resurgence of the game has finally been cemented. I may be preaching to the choir at this point, since most people reading probably already know of Tetris, but if it’s been a while, time to check back in. It’s better than ever to be a Tetris fan, and it seems we are here to stay. To those angry about double-dipping, yes, it is unfortunate. If you do take the plunge, however, I think you’ll be extremely pleased. I’m also confident the game will only get better from here on out!

See you on the battlefield. Thanks for reading!


Hi-Res Screenshots


Adam Pearson

I'm a lifelong gamer with a love for handhelds, pinball, and arcade games especially. I'm here to do deep dives into the games of the past and future that remind me why I got into this hobby!

https://twitter.com/SaikazuSaikazu
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