You then need to decide where this box can be best put to use, without jumping again (as this will cause the box to drop). In some rooms, for example, you'll encounter boxes that can only be moved by jumping whilst on top of them, which places them in your inventory. It's through your own ingenuity that you'll need to solve the puzzles at hand. Because of this it can occasionally feel like you’re making little to no progress, which can obviously be frustrating at times. Whilst this sounds deep and involved in theory, I found that the map system employed was rather convoluted and caused me to get lost multiple times whilst searching for something I'd just unlocked. Puzzles make up a core part of Lumo, with switches activating closed doors or new gameplay mechanics in far away rooms. The rooms you come across do vary aesthetically as you progress, with for example a dark sector making the most of Lumo's game engine (the lighting effects here are fantastic), and ice levels adding some much-needed variety, but for the most part Lumo doesn't change significantly beyond a certain point the dungeons look basically the same throughout, so get used to those strikingly detailed bricked walls. The occasional references to other games, and weird and unusual Easter eggs (like an employee bathroom appearing half way through the campaign), also add to Lumo's quirkiness. Everything on display has an almost Pixar-esque level of charm. Presentationally Lumo is so alluring that one would be forgiven for thinking it's a game targeted at children. This all comes together to mean that Lumo can feel really unfair at times, but it's a credit to the game's overall appeal that I was usually happy to pick myself back up and try again. By this stage of the game you’re not only trying to determine where your character is in relation to everything else, you’re also having to avoid lasers, enemies that make you bounce, and spiky cubes. These control difficulties increase as Lumo progresses and begins introducing new obstacles that you must dodge and avoid, failure to do so resulting in an instantaneous death. The shadow beneath your character helps somewhat to come to grips with this issue, but there are a number of sections where the shadow doesn't exist or is actually a detriment, which makes it all the more frustrating. However, with its isometric view taking centre stage it can be difficult to acclimatise to at first and this will likely result in quite a few deaths for most players. At first it's a deceptively simple adventure puzzle affair whereby activating levers in one room will open a path or activity in another. Lumo slowly eases you into its uniquely retro playstyle. But it’s not until you reach the final room, which contains a broken arcade machine, that your real journey begins. At this point you’re transported to a new and wonderful world. Each game in the gallery is a clear nod to a bygone era and the shared history which all modern titles evolved from. The introductory sequence requires the player to run through a gallery that showcases various classic game types. It takes inspiration from the old isometric platform/adventure type games of generations past, but adds a 21st century sheen to them, making for a somewhat original take on a largely forgotten genre.įrom the offset, Lumo makes sure you're aware of its gaming roots and ambitions. ![]() With the indie revolution in full swing, it's not surprising to find developers looking back to their childhoods for inspiration. By VGChartz Staff, posted on / 6,775 Views
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