![]() The rooms/levels become ever more complex, redefining the boundaries of what isometric can achieve, constantly introducing new ways to navigate rooms, or solve puzzles - I was particularly keen on the loved-up crate, that follows you around the room. To complain about that would be missing the point Lumo is meant to be like that, it's meant to be a warts-and-all tribute to the past - but gets increasingly ambitious with that tribute as it goes along. Puzzle solutions frequently feel unsolvable because of the quirks of the camera perspective, rather than any inherent ingenuity.īut Lumo is shameless in its dedication to the pixel perfect demands of isometric gaming. Sometimes it's hard to work out the relative heights of platforms, or maybe something is obscured behind a bunch of blocks. Lumo is both the best and worst of the isometric genre in one.Īt points it is maddeningly frustrating - a consequence of the genre itself making it virtually impossible to gauge leaps (not to mention a series of ice levels late in the game, which will test any player's patience to twanging point). Frankly, it can kiss my loaf with its crusty lips any day. Lumo is a tribute to the isometric platform/puzzle genre, a return to the days of Knight Lore and Head Over Heels. The next it was all sliced and that. People probably fled from the supermarkets, screaming and panicking, convinced the bread was going to steal their souls, or try and kiss them with its crusty lips. It must've been like the introduction of sliced bread. Looking back, Knight Lore remains a good-looking game - an astonishing achievement when you consider what came before it. That's the impact Knight Lore had on me I needed to show people, to share in it, because I could scarcely wrap the moist flaps of my brain around it. I'd taken a copy of a magazine - probably Your Sinclair - over to a friend's house, to show him the screenshots of this astonishing new game they were covering. There had been isometric games before, of course - Zaxxon, Marble Madness, Ant Attack, Iso Solly (bit racist) - but Knight Lore felt like a preview of the future. It was as if I liked the idea of games more than the games we actually had, and was basically waiting for technology to catch up with me. though that was probably true of most games back them. In reality, I'm not sure I ever finished one of their games, as they were maddeningly, arse-clenchingly, tough. I liked the art, I liked the way the packaging made them all feel part of a collection. Regrettably, I probably enjoyed them more in theory than in practice. I was already a fan of Ultimate Play The Game's back catalogue if you were a Spectrum owner, it was kind of required by law. I can remember the day I first learned about Knight Lore.
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