I wonder if I should buy the game or trust almost all the reviews out there. Considering I have little money, I guess I'll just leave it. :(
that said, despite that certain levels mix things up a bit, the game gets repetitive, and the *controls* are really awkward. i mean, you'd think control shouldnt be an issue for something like this, but your pieces move jerkily, with such resistance, and frequently (if you go too close to the end of the screen) the piece will just get caught up in one place. when you're *frantically* trying to put a piece in place before Sofi arrives at an important area (or falls to her death), these control issues can really kill you - easily, imo, the worst part of the game.
the best part of the game is, of course, the visuals - not just the artwork, but the *animation* in motion was quite lovely to watch, i found. i moderately enjoyed the game, but, to be honest, after i finished the game, i looked at it and thought "this could've made a really nice adventure game." the lovely visuals (which you dont appreciate much during the interactive bits) and the childlike, semi-fairytale story creates a world you might like to walk around in, explore, and take the time to appreciate the scenery and characters (if they added in more characters, obviously) - instead, the game delights for short non-interactive moments, and then rushes you through 90% of the rest of the world.
*still*, it was a nice idea, with some genuinely well-done parts. it *could* potentially be a good foundation for a much greater sequel.
it's certainly not a game for everyone, but *some* people will like it. in spite of my complaints, i've at least had a bit of fun with it.
do keep in mind, though, that later levels get much harder - if you hate tough games, you'll likely hate this the farther you get.
Honestly, I just couldn't get into it at all. You swapped uninspired items and put them down in front of the girl so she could traverse an increasingly 'dark' terrain...and that was it really. Unless there was something amazing later on or radically different to the gameplay, I didn't see any point in collecting the fireflies and carrying on.
Overall, for me at least, it was all style and no substance.
*Sigh*
What was that turd that pretentious french goth did that had the same fundamental flaw - looks fantastic, plays like absolute crap?
It really annoys me when such care is taken over creating art and story only for the devs to drop the ball when it comes to the whole, y'know, interactive bit.
Remember when people were shitting on Let's Go Tower Defense over a brand new Lucas Arts property. Looks like South Park won out.
How f'ing metal was Lucidity?
@ Arrested Developer
I kinda want to echo what you said. I never got the feeling that this would be the kinda game that Brad would dig, though I'm basing that assumption almost entirely on the games he talks about on Podtoid. I think Chad or Colette might've enjoyed the game a bit more. I didn't see the challenges being any more frustrating or difficult than say a Mega Man game... at time the deaths in Mega Man are nearly unavoidable on the first playthough as well. I've enjoyed what I've played so far.
i am almost 100% certain that Anthony wouldnt like this game - a consistent theme in his critiques of games is the need to meld the story/artistry with the gameplay, and, frankly, Lucidity *doesnt* meld at all.
I can see how there will be some unfair, cheap deaths at times, but there are many highly praised games that, in my opinion, have broken controls and have highly cheap deaths (Mega Man is a prime example).
Anyways, I have only played the demo, so I can't speak for the whole game...but I thoroughly enjoyed the demo, and I'm excited to play the entire game.
Oh well...to each his own.
Maybe they should have just made an animated short if they had an awesome art team, an awesome concept, and no sense of how to make a game out of it.
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