Lumines for PSP
- Online: LAN Gaming Support
- Publisher: Ubi Soft Entertainment
- Genre: Puzzle
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Lumines: - An Entrancing Fusion of Aesthetics And Sound
Pros
Great Graphics and Music, Fun Gameplay, Different Game Modes
Cons
...
Recommended it?
Yes
The Bottom Line:
Lumines is one of the greatest puzzle games of all time, easily.
For a while, it was more than a bit difficult to be a PSP owner. I didn't pay incredible attention to the planned releases just after the handheld's launch, and because I'm not a fan of racing or sports games I was left with little to play. After growing tired of Wipeout Pure and Darkstalkers I was desperate to find something that would last a bit longer. Puzzle games weren't always my forte, but I've enjoyed some in the past, and the PSP's original puzzle game Lumines recieved some very high marks. This is the first of the developer's two puzzle games for current generation handhelds with the other being a little number known as Meteos, and is available for the Nintendo DS handheld. Although it didn't mean much at the time, Lumines quickly became my most played title for Sony's new handheld system. Has Lumines left it's eternal mark on the puzzle genre? Will we remember the game years from now? Read on to find out.
The puzzle genre has always been one of tradition. Tetris is widely considered to be the best, but this seems to be mainly because the public generally disregards non-traditional entries. Tetris Attack hasn't recieved nearly as much praise as it's due, and I'd even say that Wario's Woods deserves more spotlight. I imagine that the process of thinking up something new for the 'falling block matching' scenario is a rather strenuous one, but Q Entertainment has done it. Tetsuya Mizuguchi, the head of the young company, has had his hand in some pretty unique music based titles. His experience with sound based games shines through to Lumines. The puzzle and music elements combine in a very unique manner so as to create the unique feeling of the game. You will realize you've come across something special after just seconds of playing.
Gameplay
Firstly, think Tetris. Then with this image of Tetris in mind, add in a myriad of sound effects, vibrant colors, and entrancing animated backgrounds. This is all Lumines will at first appear to be, but this is only just scratching the surface. The developers seemingly wanted to create something very easy to pick up, and nearly everyone can jump right into a puzzle game of this variety. Basic gameplay consists of manipulating falling blocks as they drop from the top of the screen. The goal is to match up 4 or more block sections of the same color to eliminate them from the playscreen. If the blocks fill up and reach past the top of the screen than you lose. This sounds easy (and formulaic) enough, but there are several twists to the old formula. You'll soon realize that not only is Lumines not Tetris, but that it will be difficult to ever go back to the old ways of playing puzzle games.
The second impression I got from this game was that it was very simple in design. This is due to the fact that the blocks only fall in one shape; square. What's more is that there are only two colors of squares in play at any given time. The difference between each falling block is the arrangements and colors of the four squares. There are only a few different combinations that the blocks will fall in. This can make things very hard, as the diagonally colored block in particular is often difficult to place. What's cool is that the next consecutive blocks are displayed on-screen, which helps you plan for future moves. The blocks can be rotated to better help match the colors for elimination. What's especially cool is that as you rotate them, the blocks will emit a sound. This is not your typical bleep and blip, as each of the chimes match in with the song currently playing in the level. This adds a fusion to the music with everything you do.
The big innovation Lumines brings to the genre comes in the form of what is called the Timeline. This is a bar that sweeps from left to right on the screen at a constant, never-ending rate. Basically when you match up squares of the same color they don't instantly disappear. Instead, they just become solid and sit there. These only disappear once the timeline sweeps across them. What's cool is that while the matched squares are idle you can add to them. This allows you to turn what may start off as a simple elimination into a giant combo which will score you some big points. The rate at which the timeline moves differs amongst the various skins, and seems to be dependant on the tempo of the music. The timeline's different speeds have their advantages, as you can add to your combo more easily when it's slow, but you can eliminate your matching squares more quickly when it moves fast.
The Timeline is definitely one of the driving elements Lumines has as far as innovation goes. It's really cool in that it often requires you to alter strategies. Sometimes you'll want to take more time placing blocks when the timeline is on the other side of the play zone so as to save some clutter in the immediate future, while other times you may need to do just the opposite when it's close. The action can get so intense at times that I've caught myself literally holding my breath in agony while waiting for the Timeline in some of the more dire situations. Not only does Lumines require that you look over the entire screen for possible matches, but it also demands your attention to the Timeline's position. Lumines' rythmic antics throw the player into a trance of sorts, and this is the easiest way to focus on the game. Because of this, outside noise is completely distracting and can make the game difficult to play.
Adding further to the strategy is that pieces of blocks will not remain suspended in the air. This means that if half of the falling block you've just placed isn't aptly at rest on something solid than it will split and fall. If you're not paying close enough attention this element can quickly lead to your demise, as formations that look obvious might not work if half the block separates from the rest. This also holds true to pieces of block placed on top of a soon to be eliminated section, as the remaining pileup will fall until it touches something solid. This makes way for added strategy, but I don't have such great foresight that I can plan around this too well. You do get better with this mechanic as you play more Lumines, and I'm that it's absolutely dazzling to watch a master eliminate entire play areas with this method.
Lumines offers several game modes, moreso than your typical puzzler. Firstly you've got Challenge Mode, which serves as a match in which you try to beat high scores and unlock things. This is the basic mode, and the best part of it are the transitions to other skins as you progress. Next is Vs. Mode, which can be played against either a computer or human player. This is a competitive mode where you play until someone loses. The real twist here is that the playfield is cut in half to allow you to see both player's areas. What's more is that as you pull off extensive combinations you will be awarded with the area divider moving. This makes your opponents play area smaller while adding more space to yours. Puzzle mode is the big variation, requiring you to make certain arrangements of blocks in order to form specific designs. There are more than enough different game modes to keep you busy.
Graphics, Sound, Controls, and Replay Value
Lumines is truly a beautiful game, although it's not very complex aesthetically. The backgrounds look extremely nice, but some of the animations are a bit distracting. I'm guessing that this was done on purpose so as to make things more difficult. The blocks themselves vary greatly, and sometimes even follow themes. The game's animations are clean and smooth and they don't get in the way at all of precision. At times it can be difficult to see certain blocks that blend in, which is why you'll need to do more than glance sometimes. Lumines is so vibrant and pretty that I'd say it's the best looking puzzle game of all time, at least so far. The PSP's high quality screen certainly helps to bring out the beauty of Lumines.
Sound is a very big part of Lumines, and it's obvious that a ton of care was put into it. The music is half of the experience, with a ton of electronic/techno/trip hop beats to accompany the action. I mentioned the sound effects earlier, but they're definitely worth bringing up again. They are done splendidly, and each move you do has an effect on the song playing in the background. This makes Lumines feel interactive on many levels, and it's something that I've never really seen done with any other puzzler. All music is extremely high quality, and the effects are bliss. Lumines rocks when it comes to it's sound, and you'd be doing the game a real disservice by not wearing headphones. It's really that good.
Controls are very intuitive, making for a very painless play experience. The PSP's D-pad works very well for moving the blocks, and the same can be said for the face buttons which are used to rotate the blocks. There are other control types that can be used, but in all the time I've owned this game I have never tried any other than the standard. One thing I find disappointing with the controls is the fact that you can't use the analog nub in place of the d-pad, but I imagine the d-pad works better than the nub would for this type of game. Overall you'll have no trouble controlling in this game, even when the action gets frantic.
Lumines is easily the most replayable PSP game I've run into thus far. The game's design is extremely addictive, and while it's easy to learn, it's positively difficult to master. What's more is the fact that the game features several unlockable skins, which is a very good incentive to come back to. As if the main game wasn't addictive enough, there's also multi-player which can get very heated and fun, and you can even play the same mode against a computer player. Lumines is the perfect game to pick up and play for a while when you're sitting idle, and the fact that it's on a portable system makes it that much sweeter.
Final Recommendation
Lumines is easily the second best puzzle game from this generation of handhelds (the first best being Meteos from the same developer, but on the Nintendo DS). This game will keep you coming back for months to come, and is definitely worth the money. Heck, this one is almost worth getting a PSP for.
Overall Rating: 9.2
The puzzle genre has always been one of tradition. Tetris is widely considered to be the best, but this seems to be mainly because the public generally disregards non-traditional entries. Tetris Attack hasn't recieved nearly as much praise as it's due, and I'd even say that Wario's Woods deserves more spotlight. I imagine that the process of thinking up something new for the 'falling block matching' scenario is a rather strenuous one, but Q Entertainment has done it. Tetsuya Mizuguchi, the head of the young company, has had his hand in some pretty unique music based titles. His experience with sound based games shines through to Lumines. The puzzle and music elements combine in a very unique manner so as to create the unique feeling of the game. You will realize you've come across something special after just seconds of playing.
Gameplay
Firstly, think Tetris. Then with this image of Tetris in mind, add in a myriad of sound effects, vibrant colors, and entrancing animated backgrounds. This is all Lumines will at first appear to be, but this is only just scratching the surface. The developers seemingly wanted to create something very easy to pick up, and nearly everyone can jump right into a puzzle game of this variety. Basic gameplay consists of manipulating falling blocks as they drop from the top of the screen. The goal is to match up 4 or more block sections of the same color to eliminate them from the playscreen. If the blocks fill up and reach past the top of the screen than you lose. This sounds easy (and formulaic) enough, but there are several twists to the old formula. You'll soon realize that not only is Lumines not Tetris, but that it will be difficult to ever go back to the old ways of playing puzzle games.
The second impression I got from this game was that it was very simple in design. This is due to the fact that the blocks only fall in one shape; square. What's more is that there are only two colors of squares in play at any given time. The difference between each falling block is the arrangements and colors of the four squares. There are only a few different combinations that the blocks will fall in. This can make things very hard, as the diagonally colored block in particular is often difficult to place. What's cool is that the next consecutive blocks are displayed on-screen, which helps you plan for future moves. The blocks can be rotated to better help match the colors for elimination. What's especially cool is that as you rotate them, the blocks will emit a sound. This is not your typical bleep and blip, as each of the chimes match in with the song currently playing in the level. This adds a fusion to the music with everything you do.
The big innovation Lumines brings to the genre comes in the form of what is called the Timeline. This is a bar that sweeps from left to right on the screen at a constant, never-ending rate. Basically when you match up squares of the same color they don't instantly disappear. Instead, they just become solid and sit there. These only disappear once the timeline sweeps across them. What's cool is that while the matched squares are idle you can add to them. This allows you to turn what may start off as a simple elimination into a giant combo which will score you some big points. The rate at which the timeline moves differs amongst the various skins, and seems to be dependant on the tempo of the music. The timeline's different speeds have their advantages, as you can add to your combo more easily when it's slow, but you can eliminate your matching squares more quickly when it moves fast.
The Timeline is definitely one of the driving elements Lumines has as far as innovation goes. It's really cool in that it often requires you to alter strategies. Sometimes you'll want to take more time placing blocks when the timeline is on the other side of the play zone so as to save some clutter in the immediate future, while other times you may need to do just the opposite when it's close. The action can get so intense at times that I've caught myself literally holding my breath in agony while waiting for the Timeline in some of the more dire situations. Not only does Lumines require that you look over the entire screen for possible matches, but it also demands your attention to the Timeline's position. Lumines' rythmic antics throw the player into a trance of sorts, and this is the easiest way to focus on the game. Because of this, outside noise is completely distracting and can make the game difficult to play.
Adding further to the strategy is that pieces of blocks will not remain suspended in the air. This means that if half of the falling block you've just placed isn't aptly at rest on something solid than it will split and fall. If you're not paying close enough attention this element can quickly lead to your demise, as formations that look obvious might not work if half the block separates from the rest. This also holds true to pieces of block placed on top of a soon to be eliminated section, as the remaining pileup will fall until it touches something solid. This makes way for added strategy, but I don't have such great foresight that I can plan around this too well. You do get better with this mechanic as you play more Lumines, and I'm that it's absolutely dazzling to watch a master eliminate entire play areas with this method.
Lumines offers several game modes, moreso than your typical puzzler. Firstly you've got Challenge Mode, which serves as a match in which you try to beat high scores and unlock things. This is the basic mode, and the best part of it are the transitions to other skins as you progress. Next is Vs. Mode, which can be played against either a computer or human player. This is a competitive mode where you play until someone loses. The real twist here is that the playfield is cut in half to allow you to see both player's areas. What's more is that as you pull off extensive combinations you will be awarded with the area divider moving. This makes your opponents play area smaller while adding more space to yours. Puzzle mode is the big variation, requiring you to make certain arrangements of blocks in order to form specific designs. There are more than enough different game modes to keep you busy.
Graphics, Sound, Controls, and Replay Value
Lumines is truly a beautiful game, although it's not very complex aesthetically. The backgrounds look extremely nice, but some of the animations are a bit distracting. I'm guessing that this was done on purpose so as to make things more difficult. The blocks themselves vary greatly, and sometimes even follow themes. The game's animations are clean and smooth and they don't get in the way at all of precision. At times it can be difficult to see certain blocks that blend in, which is why you'll need to do more than glance sometimes. Lumines is so vibrant and pretty that I'd say it's the best looking puzzle game of all time, at least so far. The PSP's high quality screen certainly helps to bring out the beauty of Lumines.
Sound is a very big part of Lumines, and it's obvious that a ton of care was put into it. The music is half of the experience, with a ton of electronic/techno/trip hop beats to accompany the action. I mentioned the sound effects earlier, but they're definitely worth bringing up again. They are done splendidly, and each move you do has an effect on the song playing in the background. This makes Lumines feel interactive on many levels, and it's something that I've never really seen done with any other puzzler. All music is extremely high quality, and the effects are bliss. Lumines rocks when it comes to it's sound, and you'd be doing the game a real disservice by not wearing headphones. It's really that good.
Controls are very intuitive, making for a very painless play experience. The PSP's D-pad works very well for moving the blocks, and the same can be said for the face buttons which are used to rotate the blocks. There are other control types that can be used, but in all the time I've owned this game I have never tried any other than the standard. One thing I find disappointing with the controls is the fact that you can't use the analog nub in place of the d-pad, but I imagine the d-pad works better than the nub would for this type of game. Overall you'll have no trouble controlling in this game, even when the action gets frantic.
Lumines is easily the most replayable PSP game I've run into thus far. The game's design is extremely addictive, and while it's easy to learn, it's positively difficult to master. What's more is the fact that the game features several unlockable skins, which is a very good incentive to come back to. As if the main game wasn't addictive enough, there's also multi-player which can get very heated and fun, and you can even play the same mode against a computer player. Lumines is the perfect game to pick up and play for a while when you're sitting idle, and the fact that it's on a portable system makes it that much sweeter.
Final Recommendation
Lumines is easily the second best puzzle game from this generation of handhelds (the first best being Meteos from the same developer, but on the Nintendo DS). This game will keep you coming back for months to come, and is definitely worth the money. Heck, this one is almost worth getting a PSP for.
Overall Rating: 9.2