By: Q Entertainment / Ubisoft Genre: Puzzle Players: 1-2 Difficulty: Medium
Featured Version: Sony PSP First Day Score: ???,???
Also Available For: PC, PlayStation 2 (variation)
Download For: Xbox Live Arcade, iPhone
When Sony announced the launch line-up for their swanky new handheld console, I and many others were expecting the same old flashy 3D games found on their other systems to accompany it. This turned out to be a largely substantiated assumption, but there were a couple of surprises amongst the usual suspects. Just about the most un-flashy 3D-ish kind of game around must surely be that of 'falling block' puzzle games, perfectly playable examples of which can be found on the most basic of formats, but here was one nestled next to Ridge Racer and the like. Typically though, this isn't an ordinary falling blocks game even if it may initially seem to be.
At its heart, Lumines is one of the simplest games of its type that I've played. The playfield consists of a grid sixteen blocks wide by ten blocks high. Falling into this are a succession of two-blocks-by-two squares which are any combination of two colours. These must be arranged so as to create complete blocks of the same colour. If they are four-by-four or larger, they will disappear when the 'timeline' passes over them. This is a vertical line which sweeps repeatedly across the playfield. However, as with the cult hit, Rez, developed by Q Entertainment founder, Tetsuya Mizuguchi, music plays a more active role here than merely massaging your ears as you play.
The soundtrack would be worthy of special mention here anyway. Most of the tracks are of the techno/trance style but there are few other styles too and they are outstanding to listen to for the most part. As mentioned, however, they play a bigger part that just that too. Each music track is part of its given 'skin', which also includes the background image and colour scheme. New skins are unlocked as you reach them in the game with a new one arriving every four 'levels', with the level ever increasing the longer you play for. The timeline, which removes matched-up blocks, is synchronised to the music so it sweeps across the playfield faster or slower depending on which music is playing, and your actions can in turn affect the music. This can all make quite a difference.
As with many games of this type, progress is made easier by forming as large groupings of colours as possible, and by stragically planning for chain-reactions. The faster the timeline is moving across the screen, the less time you'll have to position the blocks as you wish. The falling blocks can be moved left and right across the screen and rotated so you can place them anywhere you want. Obviously they'll stop when they touch already-placed blocks, but if only half of the falling block is resting on the others, the rest of it will continue to fall. There is also occasionally a special flashing block. This will cause all blocks of the colour it's touching to disappear when the timeline passes over them which can cause some huge chain-reactions!RKS Score: 9/10
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