Lumo play review4/5/2023 ![]() ![]() The puzzle-solving and platforming make up the majority of one's time with Lumo. Instead of just having players push crates around like in most other games, many of the crates in Lumo actually come to life, become infatuated with the player character, and chase them around the room in an attempt to show their love. Take the tried-and-true "crate puzzle," for instance. The puzzles in the game are generally clever, and include interesting twists on video game puzzle cliches. Even so, most of the platforming in Lumo is actually quite fun and exhilarating, with mechanics reminiscent not only of classic isometric adventure games, but also older 3D platformers, with some sections that wouldn't feel out of place in the original Crash Bandicoot on PS1.īesides platforming, Lumo also has a strong puzzle-solving element. Infinite lives or no, Lumo's platforming sections can still be annoying, especially the longer ones that have no checkpoints. Those looking for a more traditional, old-school challenge have the option of forgoing these benefits, however. Lumo is able to avoid other frustrations from the genre with additional conveniences, such as gifting players with infinite lives. This control issue is mitigated a bit by Lumo offering multiple control schemes. For example, pressing "up" may make the player character go to the "left" instead of forward like it would in most other games. For those unaware, the isometric layout means that movement is relative to the angle of the room, and where the player character is in that room. ![]() Lumo controls exactly like the isometric titles of the past, which can make some of the trickier platforming sections a nightmare. It seems likely that gamers used to modern conveniences will find Lumo especially frustrating, starting with its control scheme. To his credit, it does seem as though Noyce has nailed a modern take on the genre, but having its roots in decades-old game design serves as both Lumo's primary defining feature as well as a source of some of its more frustrating moments. This isometric style is virtually unheard of in gaming in this day and age, and that is part of the reason why Noyce, formerly of Ruffian Games, decided to create Lumo in the first place. ![]()
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