Revealed September 10th on an episode of GTTV after weeks of rumors, Lucidity is developer LucasArts’ new downloadable title. Unlike their last few releases like Secret of Monkey Island: Special Edition or Loom, Lucidity is an original IP. More importantly, it was built from the ground up internally at the studio.
Rich in color and style, and possessing a haunting soundtrack, the downloadable isn’t rough on the ear- or eyeholes. But, of course, how a game feels or looks isn’t the most important factor. The action is. So, does Lucidity work?
Hit the break for the full review to find out.
Lucidity (Steam, Xbox LIVE Arcade [reviewed]) Developed by: LucasArts Published by: LucasArts Released: October 1, 2009 MSRP: 800 Microsoft Points, $10.00
Lucidity is an odd bird. Its graceful, almost hidden narrative succeeds in invoking emotion left otherwise unprovoked by its visual elegance. But the game fails on a fundamental level, serving as a case in point that rich art and good, thoughtful narrative can’t hide or replace solid mechanics. Just like a glorious cover hides a bad book, this game’s innards are fractured and mashed underneath its colorful and inspired look.
Laced with intelligent goodies, the silent narrative delivers with a speedy exploration of the basic plot and characters. At the beginning of the game, we see the innocent Sofi in bed dreaming of adventuring through an ocean inferno, a lush jungle and another set-piece location. Her grandmother sits in a chair adjacent to the bed, rocking back and forth while fussing with yarn. She looks over the young one, conjuring an instant image of the ancient as the protector, but all is not well.
In general, this is expressed through the melancholy that permeates through the game’s look and sound, in addition to scraps of writing shown after a level and during the game’s loading screens. Sofi retrieves a postcard from her grandmother post-level completion. The cards are a simple, sweet, and comforting gesture that goes a long way in terms of the giving emotional impact. Furthering this are Sofi’s diary entries, which show her internalization of the things she’s experiencing on her journey.
Sofi as the young and innocent is expressed well through the core mechanics. The girl moves headlong into environments without a controller’s aid. Thus, the task at hand is to guide Sofi and become her protector via a woefully simplistic object selection system.
Phantom Fans, horizontal cuts of wood, slingshots, shoes loaded with springs, and even bombs are used to help the ever-moving Sofi through the dangerous settings. Appealing on its face, there’s a rough catch to this reverse platformer design: a mere two objects can be switched between at a time, and those two objects are randomly determined by a broken mechanism.
The levels are full of dangerous pits and enemies, and they must be avoided through the use of ideal objects at ideal times. Unfortunately, this almost never happens. Instead, players are forced to use a chaotic mess of items to propel Sofi past hazards. Where a stairway would be sufficient, for example, the player must instead use a fan, a block, and then spring shoes to move over a simple spiky pit. This causes a variety of issues as Sofi treads through levels and leads to numerous unavoidable, face-puckering deaths as one chaotic solution leads to a series of chaotic solutions.
The fail states are the worst. In the later levels, a nightmarish blackness envelops, acting as a timer of sorts and pushing the tempo of item placement. If Sofi gets stuck on a wall and the correct item can’t be utilized quickly enough, the game is over. This, is in addition to the slow movement that using less-than-ideal objects causes, induces rage.
And again, adding to this are the convoluted levels that feature too many joints and sticking points, along with confusing and much-too-dangerous passageways
Death, death, and more death. Always unavoidable death. While the item selection system is poor, the game isn't wholly unplayable. In my estimation, the game dishes the rough equivalent of an ideal object around 60 percent of the time. The problem with using rough equivalents is that they aren't the precise solution -- Sofi may make it over a corner or through a wall through abstract means, but without the slingshot, she'll fall in the next pit regardless.
The game does have its bright spots, but they are all within systems the player doesn't use to play the game. The thoughtful story and rich art are lost in the chaos of the object selection system. Lacking the intuitiveness that the game demands, Lucidity is a product that feels incomplete, despite the polish on the visuals. Perhaps with a patch the system can be salvaged, but until then, it’s best to steer away.
Score:4.5 -- Below Average(4s have some high points, but they soon give way to glaring faults. Not the worst games, but are difficult to recommend.)
I bought this game determined to like it because of the visual style and to support a developer trying something different. Bad move. At first you'll be wishing the game had a fast forward button as Sofi trudges along, by a dozen levels in the game has you hopping madly across scattered floating blocks over top of a pit of death while giving you completely random and oh-so-often useless tools to work with. Absolute frustration and buyers remorse quickly followed. A truly terribly designed game.
At no point did the gameplay appeal to me. I tried the demo out and my feelings didn't change. Too bad because its so damn purty. I hope Lucasarts tries again though.
I love the art and setting but hated how she kept trudging along nonstop. Give me a second to take it all in and admire the beautiful scenery for Pete's sake. Couldn't get past 5 minutes of the demo.
You know what I fucking hate? Tetris. It's so broken. I'll have 4 levels of blocks neatly lined up, and all I need is a long one, but I get an L instead. Why can't I just pick the one I need. That way, I'd pick the long one every time and the game would be perfect.
I wonder why no one seems to like it. I played through the demo with a friend and we had a great time with the hectic gameplay. It was a nice sense of achievement after finishing a level. After the demo ended we both wanted to carry on playing.
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. :(
i suppose i've kinda got to eat my words on this game, since i thought it was a rather neat idea, but it's kind of mediocre - though i think i like it more than Mr. Nicholson. in particular, i have no beef with the randomness of the item-generation - the game just would've been incredibly easy without this, and *with* it you're put in a state of frantic item-placement, which i think is a nice bit of tension. a lot of people were saying the game looked too easy - this isnt an extremely hard game or anything, but it DOES get quite difficult if you're a completionist... it's a lot harder than most expected, i think.
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 just came across that LucasArts tried to make up for the game's shortcomings by slapping on some melancholic music and a cute art design. Basically, they were riding the Braid/indie game bandwagon and it didn't work for me.
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.
I feel you're being incredibly harsh. I will concede at times item selection wasn't ideal but from the way you describe it it almost seems like just didn't pick up on the basic mechanics of the game. About the only time you needed one specific item was when you had to bomb through a wall and rarely (if ever) was there a situation that I couldn't get to said bomb before I ran out of time. On the surface the game is a fun puzzler but you dig a little and find that it's more than just a game where a little girl goes from the left to the right, it's an endearing, emotional, sweet game with an ending that almost brought tears to my eyes. I'd be interested to see what Chad or Anthony thought of the game. While playing the game I thought both of them would rather enjoy it, Chad because it was adorable and emotional and Anthony because of all the underlying themes.
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.
@gamadaya - I appreciate the sarcasm. But remember, while playing Tetris, one bad block doesn't lead to a game over screen. In Lucidity, it often does.
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.
But, keep in mind. If we don't support new interesting games, developers will not make them. I think it's amazing the Lucus Arts made this game. I wish they would take more chances like this. To completely rip this game to shreds might be doing a disservice to gamers... However, I do agree that the mechanic needs some work.
I bought this suspecting I would regret it (and hoping I was wrong), and I almost immediately did. The game looks and sounds nice but the GAMEplay is shit. Annoying, lazy, poorly thought out shit. It's just absolutely terrible.
Wow...I have to admit that I am absolutely amazed with how much hate this game is getting. I saw all of this hate and thought that I would too hate it. I just got done playing all the way through the demo and enjoyed it tremendously.
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.
I saw this coming when I saw the first gameplay video. It's such a shame that such beautiful art and a great concept involving dreams had to be wasted on such shitty gameplay. This is the kind of gameplay you expect from a flash game on the internet, not to be put out by the same people who created some great adventure games.
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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.
Damn, I was looking forward to this.
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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