ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Bejeweled 3 Review: A 7.8/10 Puzzle Classic That Finally Learned to Relax

Bejeweled 3 arrived December 7, 2010, adding eight modes, Zen, badges, and a swap-while-falling rule. A review of PopCap's most complete mainline puzzle game.

By mitch·6 min read
A glowing grid of colorful gems ready for matching in a match-three puzzle game.

PopCap Games released Bejeweled 3 on December 7, 2010, for Windows and Mac OS X. It is the fifth game in the Bejeweled series, following Bejeweled Blitz earlier that year and succeeding Bejeweled 2 from 2004 as the latest mainline title. The launch was part of the 10 Years of Bejeweled celebration, marking a decade since the original Bejeweled arrived in 2000. The game was ported to several other consoles afterward.

This is the puzzle game that finally learned to relax. Bejeweled 3 keeps the swap-and-match core that made the series the world’s #1 puzzle game, then adds eight game modes, a badge system, and a Zen mode built for a revolutionary new way to settle down.

The Numbers Behind the December 2010 Launch

  • Release date: December 7, 2010
  • Platforms: PC (Microsoft Windows), Mac OS X
  • Developer / Publisher: PopCap Games
  • Series position: Fifth game; follows Bejeweled Blitz (2010), succeeds Bejeweled 2 (2004)
  • Game modes: 8 total — 4 available from the start, 4 unlocked through objectives
  • Genres: Puzzle, Strategy, Adventure
  • Modes: Single player
  • Perspective: Side view
  • Score: 7.8 of 10 (IGDB critic aggregate, 6 outlets)

Classic, Quest, Lightning, Zen: Eight Ways to Match

The main gameplay of Bejeweled 3, like previous installments except Bejeweled Twist, has the player swap two adjacent gems to form a line of three or more of the same color. The gems disappear, and new randomly generated gems fall from above. Gems above are affected by gravity, which can set off a chain reaction.

Advertisement

One change matters more than the rest: the player can now swap other gems while gems are still falling. Bejeweled 2 never allowed that. The board used to lock you out during every cascade. Bejeweled 3 does not. It is a small rule change, and it alters the whole feel of a session.

The Hint button returns. Unlike previous entries, there is no penalty for using it, though there is now a cooldown. If you cannot find a match, the game will point one out and let you keep playing.

What the Special Gems Actually Do

The special gems carry the strategy layer. Line up four gems in a row and you get a Flame Gem. Match it and it blows up, taking the eight gems around it with it. Arrange gems in an L, a T, or a plus sign and you get a Star Gem, the cousin of Bejeweled Twist’s Lightning Gem. Match that one and it wipes every gem in its row and its column.

Five in a row produces a Hyper Cube. Swap it off the board and every gem sharing its color detonates. As in Bejeweled Blitz, it also fires when a Special Gem destroys it. Put two Hyper Cubes together and the whole board clears.

Six or more gems in a line yields a Supernova Gem, which clears its row and column across a 3×3 area. Only a chain reaction can produce that match, so the game’s biggest gem is also its rarest.

The Quest Board and the Badge Shelf

Bejeweled 3 introduces several new elements to the mainline series. Some features from spin-off titles such as Bejeweled Twist and Bejeweled Blitz are integrated here: matching while other gems are falling, the replay feature, new special gems, an achievement and ranking system, and more.

The achievement system is known as Badges, earned after certain benchmarks. The eight game modes split four and four: four are available from the start, four are unlocked after reaching certain objectives. Quest mode runs 40 challenging puzzles. Classic offers cascades of fun. Lightning delivers non-stop action. Zen is the one that stands apart.

Game improvements include the Instant Replay feature from Bejeweled Twist, advanced animation transitions, animated backgrounds, and 3D acceleration.

A Running Order for Your First Session

Mode Availability What it asks of you
Classic From the start Cascades of fun, no clock
Quest From the start 40 challenging puzzles
Lightning From the start Non-stop action
Zen From the start A revolutionary new way to relax
Mode 5 Unlocked via objectives Reaching certain objectives
Mode 6 Unlocked via objectives Reaching certain objectives
Mode 7 Unlocked via objectives Reaching certain objectives
Mode 8 Unlocked via objectives Reaching certain objectives

Why the Swap Still Holds Up

The core swap is still the best thing PopCap makes. Two adjacent gems, one line of three, and a board that refills itself with gravity. That loop has not needed fixing since 2000, and Bejeweled 3 does not break it.

What it does instead is widen the frame. Eight modes is a lot of Bejeweled, and the four unlocked ones give a player a reason to keep returning after the first hour. The badge system does the same job. Benchmarks are not a story, but they are a structure, and a puzzle game without a structure runs out fast.

The Hyper Cube remains the most satisfying object on the board. Swapping it off the board to detonate every gem of one color is a real decision, not a reflex. Swapping two Hyper Cubes together and clearing the entire board is the best moment in the game. The Supernova Gem, reachable only through a chain reaction, is the right kind of rare.

The Instant Replay feature from Bejeweled Twist is a quiet win. Advanced animation transitions, animated backgrounds, and 3D acceleration keep the board readable as the effects pile up. None of it is spectacle. All of it is clarity.

Zen mode is the boldest addition. A puzzle game that asks you to relax is not an obvious pitch, and PopCap built it anyway. It works. After an hour of Lightning, Zen is the mode you actually want.

The weaknesses are the ones the series has always carried. The game is single player, side view, and nothing more. There is no story, no character, and no reason to care about the gems beyond the line they form. The four locked modes are gated behind objectives, which means the game withholds part of itself until you perform. That is a small tax on patience.

The Hint button change deserves a note. Removing the penalty is generous. Adding a cooldown is the correct counterweight. It keeps the button useful without turning it into the way you play.

Where 7.8 of 10 Comes From

Bejeweled 3 is the most complete mainline Bejeweled. It takes the swap that has worked for a decade, adds a rule that lets you keep moving while the board falls, and builds eight modes around it. The special gems — Flame, Star, Hyper Cube, Supernova — give the board a vocabulary. The badges give it a shelf to fill.

At 7.8 of 10, this is a puzzle game that earns its number without ever swinging for more. It is not trying to be anything other than the best version of what it is, and in 2010 that was enough. The 10 Years of Bejeweled celebration was a marketing frame, but the game underneath it holds up on its own. Zen mode alone justifies the return.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.