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Every handheld machine needs a puzzle game, something to pick up
for a few minutes, give the old grey matter a workout and then put
down again. The PSP's first offering is Lumines and it's a very
addictive little number.
Here's
how Lumines works: music pumps out and a thin line of light scrolls
across the screen in time with the tune, while 2x2 blocks descend
from the top of the screen. These blocks are made up of any combination
of two colours, but only two colours are used for any given level.
For example, you might have blocks made up of orange and silver,
while a typical sequence might be an orange block with a silver
bottom right corner, a block with an orange top half and silver
bottom half and so on. You can rotate the blocks and slide them
left or right, then place them at the bottom of the screen. Once
you have made a complete 2x2 block of a single colour, then that
block disappears. Simple eh?
Well
it would have been, if it wasn't for the ingenious combo system.
As soon as you've matched the colours and created whole blocks of
colour, they become active and are highlighted. When this happens,
you have a few seconds to bolt on as many of the same colour as
possible in order to create a chain reaction and get a big scoring
combination, not to mention getting rid of extra blocks. The time
limit is determined by the previously mentioned line of light that
passes across the screen in time to the music - you have until it
reaches the end of the screen, at which point the active blocks
disappear whether you've finished chaining the combo together or
not! If the screen fills up high enough to prevent any more blocks
falling in then it's game over.
If
it's twisting your brain trying to understand the concept then,
believe me, it'll completely fry it once you start playing. Unlike
Tetris or Puyo Pop in single player mode, you have the full width
of the PSP's screen on which to place your blocks. This gives you
a massive playing area but it feels a little alien at first; you'll
probably find yourself concentrating your efforts on one half of
the screen and it takes some getting used to.
The
first time I played the game in challenge mode (standard play where
you unlock new block types, backgrounds and music) I found it really
difficult to crack the 5000 points mark. The penny just didn't seem
to be dropping at all, so I thought I'd have a look through some
of the other game modes. The first one I tried was puzzle. In this
you are given a shape that you have to recreate with a single colour
within a time limit. It was tough at first, but as I progressed,
I started to get an excellent feel for the blocks, their various
guises and the strengths and weaknesses of each piece.
I
went back to the main game after going as far as I could in the
puzzle mode and smashed the 20,000 barrier straight away. It was
difficult to retrain my brain to think in squares, rather than matching
lines of colour like Tetris and now I've been playing Lumines solidly
for two days, my head feels like it's going to cave in! It's all
just a bit too mental!
Take
the music for example - this game is by the fellow who came up with
Space Channel 5 and Rez, so as you would imagine, the soundtrack
plays a massive part in Lumines. As you move, rotate and get rid
of pieces, instruments sound, which means unless you play in time
with the music, the whole thing can sound like a garbled mess. Then
there are the backgrounds. Early on they're nice, subtle aesthetic
touches but as you progress they become more and more trippy. It
seems as if rather than the game getting more difficult, it just
seems to be trying to put you off. Even so, I still can't stop playing
it!!! I can hear that ominous rumbling that precedes a cave in even
as I write…
Lumines
is taking over my life, but this is where the main flaw lies; the
better you get, the longer it takes to complete one round. It's
not unusual now that I've cracked the 100,000 points mark for one
play to last an hour, which kind of defeats the whole quick blast
of gameplay on the bus quality that games of this type usually have.
Unless you've got a mate with a PSP - then you can battle it out
together. The screen is split and as you clear the blocks, you're
rewarded with more screen to play with. Obviously when this happens
your opponent loses some of their play area. These games are lot
better for a quick fix and while there is also the option of taking
on CPU opponents, once you've got past the first three it gets super
hard.
I
really don't know what else to say about Lumines, it's brilliantly
addictive but flawed in that it doesn't really let you play in short
bursts. However, if you love puzzle games, this has got a lot more
depth than anything of its kind that I've played before, even though
you need to be willing to put the hours in to get the rewards. It's
not as accessible as the competition, but maybe that's a good thing.
At least it's not just another Tetris clone. It's well worth a purchase,
but beware: Lumines will eat away your life and you will never,
ever win.
Reviewed by Mark Hayhurst for AceGamez (All Rights Reserved).
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