 The main gameplay feature of Crush is the ability to <unk> the layout of a level between 2D and 3D representations to reach seemingly inaccessible areas and solve the game 's puzzles . The player can switch the third @-@ person camera between four directional side views and a top @-@ down view at any time while in 3D . When in these views , the player can have Danny " crush " the level , collapsing all 3D elements into 2D ; crushing from side views results in a 2D platformer @-@ like view , while crushing from the top @-@ down view provides a 2D top @-@ down perspective . <unk> can connect and merge platforms on the same visual plane in the 3D view but separated by a large distance , creating pathways across the level in the 2D view . The player can also " <unk> " the level at any time . Certain blocks , when crushed , become either obstacles through which Danny cannot pass , or ledges the player can use to reach other parts of the level . Attempts to crush a level in any manner that would harm Danny are thwarted . However , <unk> can leave Danny in a helpless state , such as hanging in mid @-@ air . 
