Lucidity Review
A clear winner.
Version tested: PC
There's death in videogames, and then there's death in videogames. The way to tell the two apart is enduringly simple. The first kind causes minor - if occasionally stinging - irritation: a brief round trip through the liminal world of the loading screen and back into the thick of it that happens, for the most part, only to you.
The second variety is permanent, however, and it generally happens to somebody else. Somebody like Aeris, for example, or the endless waves of chirpy grunts you might chew into during a quick round of Cannon Fodder.
With Lucidity, LucasArts' new platform puzzler, it's Nana's turn to meet her maker. Bun-haired, chubby and handy with the knitting needles, she's off to that Werthers' Original wholesalers in the sky. Nana's death sets in motion a journey that will lead her young granddaughter Sofi through a series of bizarre and perilous dream spaces as she struggles to come to terms with the loss.
Lucidity is a game about grief, then. It's a game about grief in the way Super Mario Bros. is a game about rescuing princesses - but perhaps in the way that it's a game about jumping on mushrooms, too. In this game, grief breaks free of narrative to take on physical form, and sorrow creates a tangible terrain all of its own.
It's a fairly grim journey at times. Within seconds of pressing the start button misery, self-pity and fear begin seeping into Sofi's world, poisoning forests and filling swamps with the rustle and chirp of monsters. The path to gradual acceptance leads from the very bottom of the ocean to the outer reaches of the solar system.

Nana's house looks like it could be a bit of a bargain. And it should be on the market soon, right?
Behind all of that stuff, though, Lucidity's sort of like Lemmings - a stripped-down, dour Lemmings that's been knocked about a bit and had most of its toys stolen. Each level pits Sofi against a hazardous landscape that scrolls steadily onwards, marching to the determined stomp of her little feet and swaying arms. The player's job is to baby-sit, helping the tiny adventurer past whichever obstacles present themselves, shepherding her over chasms filled with poisonous thorns, steering her around menacing snails and floating wisps of dangerous vapor.
Luckily, you have a decent amount of equipment to help you with all of this: a bottomless toolbox filled with a carefully chosen handful of objects you can drop into Sofi's path. These range from staircases and ledges that allow you to piece together your own platforms to springs, fans and catapults which send Sofi sailing across gorges. There are also bombs to take out wandering nasties and bust through walls.
All of this would be straightforward enough, but the twist comes with the realisation that your toolbox aspires to being a fruit machine as well. The gadgets at your disposal are presented to you randomly, one by one, and you quickly have to learn to work with what you're given.

This screenshot was taken seconds before a hilarious Zak McKracken reference. Okay, maybe not.
As with late-model Tetris games, there's also a hold slot which allows you to keep one of your items in reserve - bringing a little method to your strategy - but you're always taking a risk whatever you pick. Squirreling a bomb away for an unexpected encounter with a nasty squid might seem like a sound idea but then Lucidity will fling a gaping canyon at you, and you're left with nothing to get across with.
Luckily the game's smallish arsenal has been pieced together with a thrifty sense of ingenuity, and the levels almost never paint you into a corner you can't get out of if you act quickly enough. It's a world of experimentation, where a well-placed bomb provides just enough lift to double as a staircase if you use it correctly.
As the adventure progresses, you constantly discover interesting new combinations for old objects - you can use a fan to cast Sofi up into the range of a catapult, say, or spring her into the distance and catch her with a simple ledge. Eventually, as your delicate charge plods onwards through forests, farmlands and fields of ice while you keep an eye on the road ahead, you genuinely might start to feel a bit like her guardian.
Randomising the objects mean you won't be able to slowly reduce each level to its ultimate racing line, however: this is an open-ended puzzle game, more Columns than Braid. It's built for tinkerers rather than perfectionists, with frenzied improvisation taking precedence over feats of memory and timing.
Most of the levels are surprisingly roomy, meaning you can explore the vertical space further than you might initially think if you've got the steps to get you up and down and enough bombs to break through barriers. To tempt you into heading back in again once the game's three acts are over, each area is scattered with clusters of fireflies to collect - either because you want to unlock extra challenges, or just because they're fireflies and it's that kind of game.
Sofi's entire adventure takes place against an arts-and-crafts backdrop that mixes nursery imagery with rustic menace. It's a papery fantasy world of diffused ink and misty chalk, where the shadows are pitch black and filled with staring eyes. Lucidity looks like a children's book, then, but possibly one of those weird Scandinavian ones that seem designed to scare and unnerve young minds: a Tove Jansson rather than a Rev. W. Awdry. For all its sprightly fir trees and twinkling Christmas card stars, Lucidity isn't particularly interested in comforting you. And why should it? Nana's dead, after all, and she won't be coming back.
But she has left some postcards - lovely sepia fragments waiting for Sofi at the end of each level, with messages on the back to suggest that, prior to shuffling off into the ether, the old dear could have made a decent wedge writing copy for Hallmark. They lend the game a neat structure - and the little post boxes they lurk inside are possibly the game's most inspired visual signature - but they also highlight a crucial weakness.
Lucidity, with its dreamy double-word-score title and tinkly, wafting soundtrack, can be a little self-conscious with its downbeat charms, a little calculated in its regular lunges at your heart. Years spent under the yoke of Luke Skywalker means Lucasarts may have lost a little confidence in its own storytelling abilities.

Your journey takes you from cornfields to outer space: a bit like Superman in reverse.
Elsewhere, on a more structural level, the company that never harmed a single hair on your head when you were poking around in the gruesome corners of Melee Island now kills you dead at every opportunity - dropping Sofi off cliffs or sending in swarms of toothy fish to bite her in half. Restarting after a nasty fall is hardly a crime in a platformer the same way it is in an adventure game, but the lack of any mid-level checkpoints can make some of Lucidity's more elaborate stages a bit of a trudge.
The blend of emotions and puzzle mechanics in Lucidity invites more than a few comparisons with Braid. But while the melancholic tone and understated delivery suggests a good match, in truth, Lucasart's game is neither as complex or as original.
Not that it matters, really. So much here comes down to the simplest of tests: the gap between an annoying death and your own willingness to get on with the life beyond, the length of time separating a fail from a restart. With Lucidity you may find that, no matter how many times you drop off the screen, you're ready to wade back in again and again with little obvious bitterness.
It's a sign, in other words, that while Sofi may be lost and confused, her creators know exactly where they are, and exactly what they're doing.
8 / 10
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Comments (64) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Nice review, Christian!
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I'll give this a go later.
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These Sony shits who bang on about Xbox gamers being core only and obsessed with Halo/GoW really are spectacularly ill-informed.
Existential platform puzzlers like this and Braid just go to show that the assumption the 360 is solely the province of console FPSs is ridiculous.
EDIT: Hello, Sony boys are in...
EDIT 2: And now some nice people have been a bit more positive!
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EDIT: And where can you get it from for PC?
EDIT EDIT: And what is the PC pricing?
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And 6.3 on IGN is shite as they are very generous with their scores most of the time.
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Looks absolutely sublime.
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We'll see.
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What a load of old toot.
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[link url=http://store .steampowered.com/app/32410/
]http://store .steampowered.com/app/32410/
[/link]
Says it will unlock in 7 hours, but no mention of pricing or a demo.
Looking at the LucasArts site you wouldn't even know the game existed, which is rather strange.
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Honestly this is like complaining that Yahtzee (http://ww w.escapistmagazine.com/videos/v... has given a negative review!
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Disclaimer: rushed reviews in EG are not so cool either. Had to say it. Soz.
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Ta!
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For most IGN readers that score is probably accurate. We're Eurogamers here though, who largely have different standards than your average IGN reader.
The trick to reading reviews is to read the ones that tell you what you want to think. When you find a source that does you stick with that.
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The art work is lovely though, and the review seems pretty clear
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Whilst is looks very pretty, its flawed and when it boils down to it just isn't' fun. IGN for once actually got it spot on.
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Will give it a go tonight.
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You say existential, I say pretentious.
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But does buying it donate a pound to Comic Relief this time?
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Well-written review once again
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Oh yeah, this is about lucidity...
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]http://modlife.com/j essicachobot)!
[/link]
I like her tips.
TIPS.
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So we need more games like this, games that are prepared to go against the grain, games that aren't about killing something.
I've just played through the demo and thought it was excellent.
The way it inflicts it's pace upon the player adds an artistry that belies it's publishers usual ultra-mainstream stance.
Sure it's not perfect, but it's a damn sight closer to pefection than inane space-marine fps no.547.
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FWIW-I did love the South Park game,and it gives you a nice healthy dose of the full game on trial
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If I was the type to give scores I'd place it at a solid 7 from what I've played so far.
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"Byssan lull, koka kittelen full,
där kommer tre vandringsmän på vägen,
byssan lull, koka kittelen full,
där kommer tre vandringsmän på vägen.
Den ene, ack så halt,
den andre, o, så blind,
den tredje han säger alls ingenting"
I grew up with that song so hearing it in this game woke up some feelings.
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Thats actually very hard to do. Byssan lull = Lullabye
Its about three travelers. One is limping the other is blind the third doesnt say anything. The text doesnt make much sense but the melody is fantastic.
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...
It's Sleepwalker on the Amiga, then.
Presentation is very nice but I don't think I'll be bothering.
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The best thing about this game is the art style and the atmosphere that is including the music.
Now gameplay wise the game is really really frustrating, there are no check points whatsoever, you die, you start from the beginning.
All the stages are designed to be played more than once, as it is impossible to collect all the fairies on your first or even third try.
I have the xbox version and the controls where meant to be played with a mouse, as you need quick reflexes.
So my final verdict is that I regretted that I bought by mistake, could have got my arty doze just from the trial. maybe a patch with check points will make the game more playable
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Seems Lucidity aimed for the same heights as Braid but fell short. Bah.
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As a puzzle game though it shines...just not without the odd blemish along the way. Yes, it can be frustrating.. mainly due to the fact that you've no choice in what tools to use to get her reaching all those rogue fire flys. It also requires fast reflexes if you dont keep several moves ahead.. something that may work better with a mouse..although really shouldnt if you could only adjust the speed alittle.
Through its frustrations though you do feel a sense of acomplishment, and its never so frustrating that you never want to go back to it. Infact, like braid, i've found it plays on your mind once you've stepped away from it.. theres always that "one more go" mentality it offers.
Worth a fiver without a doubt. Its beautiful to look at. And theres hours of gameplay there. Theres nothing else like it on live.
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i mean if they take a bit of concept from lemmings they migth as well do it right.
I would hugely have enjoyed more that you could choose your blocks.
from a hud like Lemmings. However great præsentation mood and feeling but the randomness does not work at all its a pretty lame design decision it works in puzzle games that has blocks and such but not in a game where you have to stack things next to each other in order to reach more secret areas.
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How does one manage to do this without realising when they ask you if you're sure and tell you how many points you'll be spending as a result?