Lumines Supernova Review
Skin job.
Version tested: PlayStation 3
The reward for success, it seems, is omnipresence, and the price of omnipresence is diminishing returns. Hence the trajectory of most videogame franchises: a slow, slippery, miserable descent into over-tweaking and yearly rebalancing, an attrition as wearying and inevitable as anything from geology, whittling away at a title until that gentle, sparkling river you used to love has become a dusty echoing canyon, and all joy has drained from the world.
Not so Lumines, though, which greets each new platform shift as an opportunity to keep its core game gloriously unchanged - and which, mostly, has the poise and style to get away with it. Despite the seismic, solar-system-rupturing subtitle, Supernova is largely the same puzzler you've been playing for years on the PSP, the PSP again, the PS2, Xbox Live Arcade, mobile phones, and possibly a couple of other formats I'm not aware of. Just last night, my girlfriend turned over in her sleep, and there, set into the back of her head was that familiar blinking, twinkling arrangement of falling blocks standing out against the steady swish of the passing timeline. I'd forgotten that I'd bought the cranial implant version.
If you've somehow managed to miss out on Lumines until now and can't wait until 2050- when an edict from World Emperor Mizuguchi will ensure that a playable copy of the game is tattooed onto the back of every newborn's right hand - here's the basic idea: two-tone blocks fall from above, and must be rotated and placed to form squares of matching colours, before the timeline slides past and makes them disappear. Chain squares together for big scores, risk everything to link up special blocks and take out buried strands of an entire colour, and try not to let your teetering stacks reach the top of the screen, at which point it's game over.

The menus are laid out in sexy, shiny 3D, another testament to the lack of a file-cap.
The twist? Because this is Q Entertainment, a company that made its name splicing sound and colour together in unlikely combinations, each level of Lumines has its own distinct skin: an audio-visual mishmash, part screensaver and part migraine, that changes the tempo of the timeline. It often forces you to drastically alter your approach to laying down chains while simultaneously sending the game's graphical style pinballing between rendering the play area as thick slabs of chocolate, say, and chiselled chunks of blue and white ice.
It was in coming up with the idea of gradually unlocking new skins that Q Entertainment truly struck the mother lode. Not only did the regular promise of sparkling new graphical treats keep people hammering away at the PSP version long after the handheld's criminally un-ergonomic design had ensured that they'd never play the piano again, but it also provided an easy justification for every subsequent sequel. Rather than risk everything on a new kind of puzzle dynamic - or introduce that fabled third colour - why not just feed some more marzipan and pixie dust to the art department, dig out some old trance records, and spin off another half-dozen paint-thin coatings of sugary happiness to keep a venerable classic ticking over nicely?

Although Sequencer limits your musical creativity, it at least ensures that everything you make is borderline listenable.
Cynical yet beautiful, this strategy continues to work. Supernova's new skins are nicely-weighted lumps of tasteful psychedelia, and provide more than enough reason to brave the falling blocks once more. While there's only a handful of entirely new offerings in amongst the forty available in the game's library, all of them are welcome: aesthetic follies pitched somewhere between the midnight dreams of tuna fish, a selection of texture samples from Liberace's disco-themed bathroom, and a toothpaste advert targeted at sexy robots.
And yet the presumed show-stopper, the LittleBigPlanet skin, turns out to be a surprisingly restrained affair: a muted row of Sackboys and a few familiar papercraft sound effects which make it quite hard to recognise for the first few seconds. It's fine, but it feels like a missed opportunity, given the tantalising prospect of Media Molecule's tweedy take on yesteryear colliding with Q Entertainment's slick sense of tomorrow.
Despite this slight disappointment, the best of Supernova's new efforts leave you unsure whether you want to eat them, wear them, or hang them on the wall. All have benefited from the increased download size available on PSN, which means there's no need for the perceived short-cuts of Lumines Live, with its nasty textures and faint air of cheapness.
Local multiplayer replaces the online option of the XBLA version, which seems hard to explain unless it's going to be sold separately - in which case it's simply hard to justify. Meanwhile, alongside the standard Puzzle, Mission, Time Attack, and Skin Edit modes, there are two entirely new confections. The first is Dig Down, which tasks you with clearing a path through twenty levels of half-filled play areas. It's a pleasant enough way to spend an hour, but one you're unlikely to come back to that often after you've completed it. The tantalising Mr Driller concept never quite creates the time-beating replayathon it promises due to the seemingly random tile deposits at the start, which turn some attempts into pushovers, while others are bloody-nosed grinding sessions.

Hopefully, LittleBigPlanet will be the first, rather than only, game to get the Lumines treatment.
The second and more intriguing addition is Sequencer, a tool which allows you to create your own soundtracks and then play a few rounds set against them. Sequencer is a bit of an oddity: with audio files to choose from on one tab and a musical timeline to stick them onto on another, it's cumbersome to get to grips with, and yet remains fairly limited at the same time. Despite a wide range of drum beats, bass lines, and various jangly effects to choose from, you're reorganising music rather than truly creating it. And no matter how much work you put in one end, Robert Miles tends to pour ceaselessly out of the other.
Although the new toys fail to entirely justify themselves - and if you can forgive the absence of online options, and look past what many perceive as the heresy of playing the game on anything other than a handheld - Lumines Supernova is probably the fullest incarnation of the game yet available. The franchise is clearly being milked, but when the milk in question is dazzling and neon and shot through with sequins and pear drops, it's hard to get too annoyed about it. That's probably because there's something about the best puzzle games - and Lumines is confidently among the best - that renders them timeless, their abstract nature eluding vogues, cultural bias, and the endless arms race of Moore's law.

Despite the endless variety, that distinct Lumines look remains weirdly consistent.
Everyone loves a good puzzler: when aliens finally decide to make contact, we'll probably communicate with them not through words, but in the universal language of Tetris. They'll play a few rounds, we'll accuse them of keeping that long straight piece in the "hold" position far too long, they'll be affronted, we'll call them cheap, and there'll be a war. When the dust has settled, we'll most likely stick to playing them at Lumines. And that - if Supernova is anything to judge the enduring appeal of the franchise by - will probably be a good thing.
7 / 10
You may also like...
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Sony admits "dropping the ball" with Demon's Souls
-
Grand Slam Tennis 2 Review
-
Skyrim patch 1.4 performance tip: make a new manual save
-
One Piece: Unlimited Cruise SP Review
-
Who Killed Rare?
-
App of the Day: Superman
-
Next Xbox has tablet-like touch-screen controller - rumour
-
Gotham City Impostors Review
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
Mass Effect 3 FemShep trailer debuts
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Valve admits hackers accessed Steam transaction log
-
Skyrim patch 1.4 now live for Xbox 360
-
Sony: The Last Guardian is making "slow progress"
-
Blizzard legally opposes Valve's Dota trademark application
-
Double Fine Adventure passes Day of the Tentacle budget
-
Kingdoms of Amalur: Reckoning Review
-
The Darkness 2 Review
-
EA announces starry Syndicate voice cast
-
David Braben discusses consumer Raspberry Pi release
-
Sony confirms LittleBigPlanet Karting development
-
Amnesia: The Dark Descent follow-up teased
-
Namco Bandai to publish new Star Trek title
-
Sony showcases Vita's Discovery Apps









Comments (28) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Or maybe i'm just rusty at it.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I've grabbed a copy of the PSP version off Ebay too. The bugger hasn't turned up yet.
Comment below viewing threshold Show
Didnt think id like the ps3 version very much, but surprisingly the better sound and larger screen makes for an even more intense experience.
Lumines is really a stroke of genius, on the same level as Tetris, and I dont think Mizuguchi will ever really top it (sadly).
To Lumines-beginners!
It takes a while for the game to shine (a few hours maybe). At first it seems rather shallow, and not very much happends at all. But the better you get, and the more you start to "think Lumines" the better the game becomes. And then youll be hooked.
My only concern with Lumines is that to achieve anything (lock up skins) you need to play for a rather long time, which makes me not even start the game if I dont have atleast 30min.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Likewise, never saw what the fuss was about. *shrug*
Comment below viewing threshold Show
Comment below viewing threshold Show
The ability to share compositions would be nice.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I got it along with the HK version of the game (before sony decided to clamp down on foreign credit/debit cards) and it has some of the best skins (and all new I think) in the entire game.
Would be a shame if UK-ers missed out.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
The core gameplay is just like you remember it. But with a HD tv and/or a nice sound setup it makes the experience even better id dare say. The ps3 controller also works great.
Some new gameplay modes that you might enjoy, but its nothing that special, and shouldnt have an impact on weather you decide to buy it or not.
Someone else mentioned the Xmas pack. Its an awesome package of songs/skins and you need to pick it up (for free).
Altho, Xmas is over..is the pack still around? (I got mine from US PSN iirc.)
Comment below viewing threshold Show
Comment below viewing threshold Show
My S&L with extended battery is an absolute beast and can be left in sleep mode for over a week and still have two bars of battery left when fired up!
Comment below viewing threshold Show
I've got the slim version with the regular battery. Maybe upgrading the battery is worth it but doesn't that make the machine less comfortable in the hands? Maybe I just have to get used to the sleep mode but it often happens that I don't play the thing for well over a week and have to re-set the date and time...
Comment below viewing threshold Show
You obviously didnt play long enough to "get it".
I understand what you mean thou, becouse I did also feel like that at first.
Comment below viewing threshold Show
Lumines' depth isn't evident, you do need to try it a few more times to start to dig into the subtleness. Once you "get it", it grows on you. The satisfaction comes from pure gameplay: figuring out how to build combos, or miraculously clearing half of the screen with that one special piece, just in time before the fall rate speeds up in the next skin. Unlocking skins is not really the aim of the game.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show