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In Lumines, your mistakes are golden

Added: 03.07.2018 0:00 | 1086 views | 0 comments


For two games that are pretty much nothing alike, it's suprisingly easy to find yourself pondering the differences, large and small, between Tetris and Lumines. Yes, one is a marathon while the other is a sprint. And yes, one is about things that collapse while the other is about things that, often maddeningly, remain fixed in place. Playing Lumines Remastered over the weekend, though, sat cross-legged on the bed as though it was 2005 all over again, I was struck by a new point of difference - or rather an old point of difference that I had simply never really noticed before. Something about the texture of your mistakes, I think. Oh yes, it's this: your mistakes feel very different in Tetris and Lumines.
A mistake in Tetris is a terrible thing indeed. This is because of the sprint-like nature, I guess, the fact that Tetris is really the survival horror of the puzzle world. Mistakes stick around in Tetris for a very long time: those gaps remain in the bedrock beneath you, a bit like a group of old friends who are always ready to remind you of a terrible faux pas you made when you were 12 (just me?). The mixture of sprint and fixed in place means that Tetris doesn't forget anything. And it in turns means so much of the game is spent trying to undo earlier mistakes in a bit of a sweaty panic. And of course, because you're in a sweaty panic you make more mistakes. Tetris thrives on mistakes.
So does Lumines, I think, but in Lumines your mistakes are often on your side. Lumines isn't about building a wall to unbuild a wall, it's about growing territory of a certain colour. You rotate the coloured sections of the blocks that fall so that the two colours for each stage will match up harmoniously before the timeline sweeps through. This is why some people get a bit bored with Lumines. They think you can beat the game indefinitely by dividing the screen up into sections and storing block types in specific silos, and inching your way to victory. I have never played golf, but I wonder if these Lumines min-maxers also turn up at Pebble Beach in early Spring or whenever it is people play golf and ask Ed "Porky" Oliver - I Googled him - if he'd considered just faxing the ball over to the hole.

Tags: Google, Tetris
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5 Reasons Tetris Effect Might Be The Umpteenth Time You Buy Tetris

Added: 02.07.2018 19:38 | 1244 views | 0 comments


Tetris is one of the most readily available games in the world, and yet people keep making new versions of it. Most of them are generally unaltered, content to act as a quick and easy way to get the game on new platforms and services.
Tetsuya Mizuguchi's take on Tetris is a bit different. While the basic premise is still the same (I'm not going to explain Tetris to you), the way Tetris Effect alters the experience is more about altering the experience of playing Tetris than the game itself, and from my short demo at E3 this year, I think it really works.
I didn't think I'd come away excited about game I've played all my life at E3, but here are five reasons I'm excited to put on some headphones and play some damn Tetris in 2018. Tetsuya Mizuguchi has good taste in music
Although his games are often carefully designed, fun, and hypnotic puzzlers, the biggest appeal of Tetsuya Mizuguchi games for me is having another chance to delve into his taste in music. After playing hours of Lumines: Electronic Symphony a few years ago, I made a Spotify playlist of all the songs from the game available on the service, and had it on regular rotation for about two years.
The guy knows how to curate a playlist and enhance it through gameplay. You could easily sell Tetris Effect by saying "It's Lumines, but you play Tetris instead." That sounds crazy, but you also know exactly what I mean; while the puzzling aspect is a key part the experience, it's how the music and visuals intertwine with that experience that make Mizuguchi's work stand out, and that's what Tetris Effect is.
The songs I listened to during my demo are still stuck in my head, as are the various sound effects you can make by rotating and dropping Tetrominoes. As much as Tetris Effect is another Tetris game, it's also another Mizuguchi game, and those trappings enhance the trance you enter while playing Tetris. It's gorgeous
As in Lumines, Tetris Effect has you play through a series of songs rather than simply clear lines 'til you drop. When the music transitions from one song to the next, the backdrop and block aesthetic changes with it. During this transition, you get the kind of dense, colorful explosions you might want to test out a new 4K TV with, and it adds to the experience.
Some of the backdrops in my demo were especially trippy, including one themed after Egyptian pyramids, where all the blocks where cleverly made up of two triangles and a sea of enormous diagram-like shapes of spheres and pyramids approached the screen at high speed. Another involved a sort of tribal ritual, where part of the song and sound effects were the primal "huhs!" of a chant acted about the tribe on-screen. By default, the actual Tetris board is fairly small on the screen, placing a larger emphasis on the backdrop. It might a little distracting to your actual Tetris play, but it works. Especially In VR
Strapping on a headset to play Tetris sounds like something out of a dystopian future, but doing so is worth it for a couple of reasons. For one, it sort of forces you to put on headphones, which should be a given for a Mizuguchi game. Second, the visual flair that occurs when you transition from one song to the next is heightened when the particle effects fly right at your face.
You can also zoom the view of the board in and out, and at its most zoomed in, you actually have to look up and down to see the entire board. It's weird and again probably won't make you a better Tetris player, but this is more about the experience of playing Tetris than getting high scores, and it's a pretty fun novelty.
The Zone mechanic adds to Tetris without ruining it
The only real change to gameplay Tetris Effect makes is the introduction of the Zone mechanic. As you play you build up a meter, and when you unleash it (preferably when your board starts filling up), time slows down, letting you stack up and clear lines more easily. Even better, every line you clear is instead moved to the bottom of the board, and when the Zone timer ends, all the lines you've cleared disappear at once, making for some easy points.
Tetris is as perfect as any game is ever going to be, but the Zone adds to it in a fun way. It doesn't meaningfully alter the way you play Tetris, but does add a fun pace of building meter and pulling off Zone maneuvers, which again serves to distinguish Tetris Effect from other versions of the game without adding a layer that ruins the whole thing. It has a story mode
Okay, maybe not a story mode the way you're thinking. You don't play as the square Tetromino and recruit the other Tetrominoes to take down the malevolent Top of the Tetris Board or something. It's a little more like Rez, where there's a loose narrative between all the songs you're playing through, but nothing too overt. There's a plot and message in the Tetris Effect, but it'll be delivered through the music and game itself.
There's also a menu where you select different stages made up of three or four songs, each are which act as a short, tailor-made medley designed around a theme or feeling. The length of these medleys changes depending on what difficulty you play on, and you'll have to work your way up to the hardest difficulty in order to see the complete version of a given stage. It's a neat way to repackage Tetris, and I'm hoping it delivers the same sort of euphoric denouement Mizuguchi tends to go for in his games.
I'm still a little surprised by how excited the changes in Tetris Effect made me to play Tetris again. I'm still a bit on the fence about VR as a whole, but playing it with a headset on definitely pushed me closer towards one. But even if that doesn't appeal to you, can play the entire game without it. Just make sure you wear headphones.
Tetris effect is scheduled to release this fall on PlayStation 4 and PlayStation VR.

Lumines Remastered review - a puzzle masterpiece finds a perfect new home

Added: 02.07.2018 19:05 | 979 views | 0 comments


Is there anything more wonderful in gaming than those rare moments where hardware and software come together in perfect unison? Call it synergy, if you must, but really it's some fantastical alchemy at work where both parts help elevate each other, until you've got something truly special. Back in 2004, Q Entertainment and producer Tetsuya Mizuguchi's Lumines offered up one of those moments, arriving in tandem with the PSP and becoming an unexpected highlight of the handheld's launch line-up.
Perhaps it shouldn't have been that much of a surprise. The PSP was billed as nothing less than Sony's attempt to do for portable gaming what the Walkman had done for portable music players, though that message got lost in a muddy mob of ill-advised attempts to get big console gaming on the go. Mizuguchi got it, though, and set about creating something in tune with that ideal: a puzzle game for the MTV generation, complete with pulsating pop art visuals and its own impeccable sense of style.
Lumines was to be to the PSP what Tetris was to the Game Boy, or at least that's how the theory went. And at least that's how it played out in my house, where an import PSP left wanting for new games in the fallow first few months for the handheld became, quite simply, the Lumines machine. Other great games eventually came along to the PSP, of course, but an indelible connection had already been made; that glorious 16:9 TFT LCD screen was always meant to be paired with a decent set of headphones for a serious Lumines session.

Tags: Sony, Tetris
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Tetris Effect looks - and sounds - awesome

Added: 01.07.2018 9:12 | 983 views | 0 comments


When Tetris Effect was announced during E3 week, I knew it would be something special. Yes, it's yet another Tetris game, but it's Tetris by Rez creator Tetsuya Mizuguchi.
Now I've seen gameplay, I'm pretty confident Tetris Effect is going to be one hell of a wonder.
The video, below, shows off gameplay. The psychedelic visuals look great, but I love the way the audio is tied to the player inputs. Each movement of a tetromino creates a sound that is in key with the background music, no matter when it occurs. And then there's the cool slam noise that comes from pushing down a tetromino. Lovely!

Tags: E3, Tetris, Below
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Q.U.B.E 2 Review

Added: 29.06.2018 19:42 | 1073 views | 0 comments


I very rarely see myself as someone who particularly enjoys puzzle games. That is, until I play something exceptionally innovative and original, like Portal, Monument Valley or indeed Tetris. QUBE2 has definitely made it onto that special list of puzzle games that I start playing and don’t stop playing until my eyes feel like they’re ...

Tags: Tetris
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