Lumines II Review
Lost some of its shinen.
Version tested: PSP
If Tetsuya Mizuguchi ever runs an airline, he should totally call the planes "Lumines". Because then he can write on the side of them, "Lumines: How Time Flies".
(Stop groaning. It was that or some nonsense about relativity.)
The way Lumines works hasn't changed since 2004 when it first came out in Japan. Blocks fall from the top of the screen, each consisting of four small squares, and your job is to make single-colour blocks while you're piling them up at the bottom. With only two colours to worry about the falling block can only turn out six different ways, although there's also a jewel square, which forms a bond with any squares of the same colour that are connected to it when it's worked into a unicolour block.
The brilliance, though, is in the way the blocks vanish - instead of simply disappearing when you form the right coloured shapes, they wait for a "timeline" to scroll from left to right tagging them as it goes and removing them when it reaches the edge of each group. This enables the developer to vary the gameplay conditions as you progress through various levels of the puzzle.

Black-Eyed Peas. Just DIE.
This simple idea - coupled with subtleties like squares sliding to the bottom if they hang over an edge - results in a rich and nuanced puzzle game, and one which is famous (or infamous, if you're one of its enemies) for its ability to consume time. Falling-block games traditionally become harder and harder until you can go on no longer, but Lumines' technique of varying the timeline's speed and the speed with which blocks descend, rather than simply making everything go faster the further you get, means that a single game can last for hours. Thanks to the PSP's suspend feature, you can of course break that session up and still work towards high scores.
A wonderful puzzle game, then. Hard to imagine how you could improve it.
Hard for Q Entertainment, too, since the only thing that's changed here is the removal of the 999,999-point high-score limit.
It's easy to imagine how one might change it, of course. You could have the timeline sweep from right to left (that wouldn't hurt too much). You could add a few different block shapes (that might be a bit rubbish though - the mobile phone version tried it, and it only sort of worked). Or, you know, you could swap all the charming Japanese dance music for stuff like Gwen Stefani and Hoobastank.
But then why would you do... Oh god. Careful what you wish for, eh?
The reason it's an "oh god" of course is that Lumines' other great appeal is the way it blends music into the gameplay. Each set of conditions - timeline speed, etc. - is married to a particular tune, and each of your actions feeds a bit of musical flourish back into the composition. In the original, I had no idea what any of the songs were meant to sound like beforehand, and, with a bit of polish, the illusion that I was actually contributing to them was consistently upheld.
The problem with moving a lot of the skins over to songs familiar to a Western audience, though, is that it's harder to maintain that illusion of interaction when the player already knows the song intimately. In some cases it sort of works (Beck, mainly, since his music's fairly unpredictable), but in others you're just left listening to the music or turning it down, and in both cases probably thoroughly ignoring the music video that's been carefully positioned in the background behind the play area.
Not a big success on that front, then, and really there's a dearth of new content elsewhere. Versus mode is still the same, and Time Attack is Time Attack. There's a Mission mode now to complement the Puzzle offering, but I usually struggle to remember which is which because they're virtually the same. One involves doing X within Y timelines, while the other involves creating Z with blocks. As in, actual Z shapes. And crosses, pictures of animals, and so on. Both modes are good ideas, but the tasks invariably are either very easy or rock hard, with no apparent curve to the difficulty.

Graphically Lumines is still one of the smoothest, sexiest games on the PSP.
The only other additions to Lumines II are a Sequencer tool for creating your own little custom skin musical arrangements, which is interesting albeit limited, and a Skin Edit mode that allows you to create playlists of any levels you've already unlocked in the main Challenge mode. Challenge, incidentally, now offers a trio of difficulty levels, as well as a fourth unlockable one, but since difficulty is very flexible throughout a Challenge session it's difficult to discern much difference between the modes in my experience. Then again I may just be rubbish - so for what it's worth, they're there, but they're all reliant on the same skills and strategies for the most part.
All of which sees us done in record time, and left to deal with the tricky question of scoring it. I was tempted, initially, to go with a pair of marks, and were it not for Kieron sodding Gillen I might have done. But then upon reflection I decided to go with the harsher option. If you never bought Lumines, you simply must play it, and the lack of a points-cap on this one means it's vaguely more attractive; even so, I'd probably recommend buying the original instead. It'll be cheaper by now, it's got a lot more charm to it, and if you're so good at it that you need to take the cap off you can always trade it in.
Otherwise, best to pass. Time still flies, but with Hoobastank on board I'd rather explode on take-off.
6 / 10
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Comments (26) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Will there be a preview of Meteos: Disney Edition at some point so we can find out if the same is happening there?
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...the original was next to it for 5 quid cheaper though!
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Are PSP owners really going to be glad they shelled out all that money if games like this are what they spend it on?
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In between Lumines sessions, I've been playing Every Extend Extra. Their other new game (although it's really a remake of an independent game, but it's got the stylings and depth of a Q? game now.) That is really the game to go for. It just gets more amazing the better you get. Racking up crazy combos, crazy chain explosion combos! Really addicting, and like Lumines you can really groove with it if you put on a headset.
It's like Geometry Wars with chain explosions, Lumines-style music/sounds and addictiveness, plus bosses.
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Are PSP owners really going to be glad they shelled out all that money if games like this are what they spend it on?"
Oh, Lumines makes great use of the PSP's hardware, it's very crisp, the audio quality is great and there's always something going on in the background visually (Videos in this case) and the wide screen is a must. It just wouldn't work, or at least not very well, on the DS, and it's a fantastic game (haven't played the second) which is definitely worth playing on any platform you can grab it on (though PSP is preferable I reckon). Couple that with the 12 or so other good-to-great games I have on my PSP and it's definitely been a worthwhile purchase, yeah.
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If you look at a screenshot:
[link url=http://www.eurogamer.net/asse ts/articles//a70375/a_med_1-Picture_53_png_jpgcopy.jpg ]http://ww w.eurogamer.net/assets/articles...[/link]
The score and next block displays could be placed above the main screen instead of at the sides, so there's no need for a widescreen. It could just as easily be done on a DS by using the second screen as a status display with the main screen for the game itself.
Lumines reminds me of those conversions of 16-bit games on early multimedia consoles and computers, it has completely pointless extra sound and graphics which do nothing else but remind you its running on expensive hardware. They serve no purpose at all in the gameplay, which could be done on a far more primitive system.
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The Soundtrack is great, better than everything EA puts in their games! Beck (Black Tambourine), Chemical Brothers (Star Guitar), The Go! Team (Bottle Rocket), Heavenly Star and even Black Eyed Peas (Pump it) work so great as skin, that I can forgive them Pink and Hoobastank (why oh why...). And don't forget more than 80 new and some remixed original skins with lots of Shinichi Osawa's stuff.
I recommend this even for Lumines I owners. A solid 9/10 for me.
Did i mention that Heavenly Star is a catchy as hell ...
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And the argument that because the tunes are more recognisable it's worse is rubbish. Surely the originals tunes were recognisable to an Eastern audience and I didn't hear them complaining about that...
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> which could be done on a far more primitive system.
You are completely wrong. Music and graphics are essential to the Lumines-Experience.
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> rubbish. Surely the originals tunes were recognisable to an Eastern audience and
> I didn't hear them complaining about that...
The problem is that most of the new tunes are rubbish, or doesn't suit the game very well. On the other hand, they did have the good sense to include Regret by New Order.
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"More of the same" isn't always a bad thing.
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But first of all, it's a half-priced game. Second of all, the Play History is great, with lots of achievement type stuff, giving you rankings for different performances so you can try to aim for that hard to get 'S' ranking (yes, beyond A, there is A+ and S), and you can track your best scores in all the different levels for stuff like consecutive bonusses (a completely new feature the reviewer missed), or biggest block-sweep, etc.
Also pretty eh ... clumsy ... is to miss the difference between the different difficulty levels, when the difference is glaringly obvious (well ... ): less horizontal lines (10,9 or 8, respectively - and yes it does make a difference). The VS CPU mode now has a timed system and is better balanced, and the Mission and Puzzle games are not only rather different, but the first 40 or so of each can be played in any order you like, so that if you're stuck on one, you can pick another.
I think the reviewer was a little short on time when doing this review - I would have mentioned all the database - history stuff at least.
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@chupachups
What's your point? I don't mean what point are you trying to make with your bloody ridiculous comments, I mean, what is the actual point of you existing?
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The tunes, IMO, are what gave the first game a lot of its charm. Speaking personally, I'd rather gouge out my own eyes with rusty corkscrews than have to suffer through godawful mass-consumer arse-tat like Black Eyed Peas and Hoobastank (and yes, Beck as well), and that is apparently where we differ. This alone is sufficient reason for me to not only not buy the game, but to make sure everybody I know is instructed not to buy the game as well.
Also, this review is being written from a Western perspective, and so the question of how the Japanese felt about the original game's Japanese tunes is fairly irrelevant.
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If Q Entertainment had just added a theme creator to the original (Color your own squares, background and interface, add music and decide the tempo) it could have lived on forever. Lumines II just feels like milking.
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Currently I am working my way through the achievements and having a lot of fun there. Shockingly enough, it seems you can actually get S+ on some things. I got all my time trials to S, which was pretty hard, but now I'm shuddering at the thought that I might be able to get S+ somehow. :S
The Mission mode is a nice addition too, much more fun than the Puzzle mode. There seem to be 50 Missions in total, and no, you don't have to do them in the order they are presented. You do have to unlock the second and third packs of missions by completing the preceding packs though.
This game is great, and the review still sucks.
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Here's a list of features in the Database - Play History section:
Total
Total Play Time (e.g. A- / 10:48:11)
Skin Collection Rate (e.g. 65%)
-----------------------
Total Evaluation (e.g. A-)
Challenge Mode Class B
High Score (e.g. A / 369,355)
Maximum number of blocks erased in One Time Line sweep (e.g. A+ / 15 pieces)
Number of erase-alls in One Game (e.g. B / 1 times)
Number of single-color blocks erased in 1 game (e.g. 7 times)
Consecutive Bonuses (e.g. 14 times)
-----------
Evaluation (e.g. A-)
Same for Challenge Mode Class A
Same for Challenge Mode Class S
Skin Edit-Single Lap
High Score in Single Lap (e.g. A / 100,000)
Consecutive Bonusses (e.g. 5 times)
----------
Evaluation (e.g. C)
Time Attack Mode
60 seconds (e.g. S / 78 pieces)
180 seconds (e.g. S / 226 pieces)
300 seconds (e.g. S / 353 pieces)
600 seconds (e.g. S / 663 pieces)
----------
Evaluation (e.g. S)
Puzzle Mode
Achievements (e.g. B+ / 27%)
Average Game Completion Time (e.g. 00:00:39)
Retries (e.g. 11 times)
Puzzle Mode Hard
Achievements (e.g. B+ / 27%)
Average Game Completion Time (e.g. 00:00:39)
Retries (e.g. 11 times)
Puzzle Mode Super Hard
Achievements (e.g. B+ / 27%)
Average Game Completion Time (e.g. 00:00:39)
Retries (e.g. 11 times)
Evaluation (e.g. C)
Mission Mode
Mission Mode Easy
Achievements (e.g. S+ / 100%)
Average Game Completion Time (e.g. 00:00:20)
Retries (e.g. 17 times)
Mission Mode Hard
Achievements (e.g. S+ / 100%)
Average Game Completion Time (e.g. 00:00:46)
Retries (e.g. 44 times)
Mission Mode Super Hard
Achievements (e.g. S+ / 65%)
Average Game Completion Time (e.g. 00:01:18)
Retries (e.g. 34 times)
----------------------
Evaluation (e.g. S)
VS CPU Tournament Tour
Times Cleared (e.g. B / 1 times)
Win Rate (e.g. A- / 76%)
Longest Game Time (e.g. 00:01:11)
Shortest Win Time (e.g. 00:00:29)
----------------------
Evaluation (e.g. A-)
Duel Mode
Win Rate (e.g. 0%)
Victories (e.g. 0)
Defeats (e.g. 0)