
"With Tetris Effect, designer Tetsuya Mizuguchi and his team at Enhance, Inc. managed to make something old feel new. There are few things as well defined in video games as the falling blocks of Tetris, and yet with the studio's trademark immersive sound and visual design, the game was transformed into something else, with every element pushing you toward getting into the proverbial zone. Now the team has done the same thing with Lumines. And while the result isn't quite as crisp as Tetris Effect, Lumines Arise is still one of the most absorbing puzzle games I've ever played."
"If you haven't played before, Lumines is sort of like a version of Tetris built around music. (In fact, it began life when Mizuguchi wanted to make a music-themed Tetris but was initially stymied by rights issues.) 2x2 blocks fall from the top, each made up of a combination of two different colors, and the goal is to place these blocks so as to create solid-colored 2x2 blocks on the playing field, which will then be cleared from the screen. The twist is that the screen doesn't clear automatically; instead, you wait for a "ti"
Tetsuya Mizuguchi and Enhance, Inc. reshape Lumines using immersive sound and visual design similar to Tetris Effect. The game centers on 2x2 blocks composed of two colors that fall from the top of the playfield. Players position blocks to form solid-colored 2x2 squares that are cleared by a timing mechanism rather than automatically. Musical synchronization and visual presentation drive the pacing and encourage flow-state play. The updated presentation delivers an absorbing puzzle experience, though some elements are described as slightly less crisp than Tetris Effect. Origins trace to an early desire to make a music-themed Tetris.
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