![]() ![]() It should be stressed that this is not a frequent occurrence and often noting your shadow helps with tricky manoeuvres. The perspective can cause issues, however, with missed jumps and hazards walked into due to either partially obscured action or you simply misjudging where something is leaps from ropes are particularly tricky to judge. There’s simple but effective snow in some rooms and reflections in ice also work well. There’s nothing spectacular, but it moves smoothly and there’s detail in the environments and good lighting effects as well as for things such as fire and laser beams. Though sticking to the isometric view of its forebears, Lumo’s visuals have a modern sheen to them. Can you get an achievement to pop up whilst in this training dojo? Sure you can! As well as a button to jump there’s also one to use your wand, although this is not collected until you are quite a way into the game. There are three control methods in the game that affect how your character moves (is down for downwards movement or diagonal?) and these can be tried out before you begin the game to make sure you’ve picked one you’re comfortable with. Once your jumping has improved the challenge increases, though generally at a steady pace. The firebars are simply walked around and although there are some moving platforms, these get close enough to allow you to walk from one to another. In these opening moments you walk through rooms, getting used to your movement and the camera perspective and negotiating a couple of hazards. Things start off simply enough, however, with your initial task being to seek out a powerup to provide a superior jumping ability to the small hop you begin with. Of course these are not just lying around in a convenient spot, and collecting each will require the discoveries of keys, pushing of buttons and flicking of switches as well as overcoming various challenges. The game begins with you being sucked into the computer world (a la Tron) due to a malfunctioning “SpecEye” and you must then seek out four items to allow you to return home. ![]() As well as homages to past games, there are a number of other (mostly British) references, with the achievements including nods to magazines (Zzap!64, Mean Machines) and TV shows (Bullseye, The Crystal Maze). Largely the work of Gareth Noyce (music: Dopedemand, art: Paul Large) Lumo is a love letter to games of the past (including some from other genres) and is a fun adventure across over 400 rooms. Gameplay-wise it entertains, however, with ledges and platforms to jump between, hazards to avoid and puzzles to solve. As well as being fun to play, the likes of Alien 8, Head Over Heels and Knight Lore were visually impressive for the time, allowing movement in a 3D space in an age of left-to-right or top-down four-way games.įast-forward a few decades and movement in a 3D space is nothing remarkable, and indeed with its fixed camera angle Lumo feels quite limited at times, giving good reasons for the isometric view falling out of favour over the years. ![]() It’s entirely appropriate for this isometric platformer, however, as the 8-bit computer featured a number of classic examples of the genre. Upon launching a Switch game you don’t expect to see a ZX Spectrum loading screen, but that’s precisely what happens with Triple Eh? Ltd’s Lumo. ![]()
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