Lucidity Review

Written by:  • Edited by: Bill Fulks
Published Oct 22, 2009
4

Lucidity is a platform/puzzle hybrid game developed by Lucasarts. Artistically speaking the game is absolutely beautiful, but the simplistic and sometimes frustrating gameplay has a tendency to ruin the otherwise captivating experience.

Story
Rating Average

Lucidity stars Sofi, a little girl who wanders through a series of surreal dreams in search of her missing grandmother. Each level begins with a childlike drawing and short text introduction from Sofi, and the end of each level reveals a postcard from her grandmother. These drawing and postcards are used to flesh out an otherwise simple, albeit charming story. For the most part they’re effective, although sometimes they try too hard to be cutesy and heart-warming and end up coming across as mildly nauseating instead. Beyond a few instances of too much fuzziness it’s easy to sympathize with Sofi and her quest, even if it’s nothing we haven’t seen before.

Lucasarts' Lucidity offers a fresh take on puzzle games
click to enlarge

Gameplay
Rating Average

Instead of being controlled directly Sofi slowly walks through the dreamworld on her own as you manipulate her path using items. These items come to you at random, although you get a preview of what’s coming next so you can plan your route based on that info. You can put one item in reserve to swap back in whenever you like, but beyond that you’re stuck with whatever luck throws your way. While the basic goal is just to get to the end of the level, you’re also encouraged to collect fireflies along the way. Collecting them in large numbers unlocks bonus levels, and they also heal Sofi when she takes a hit from an enemy. It’s pretty much impossible to get all of a level’s fireflies in a single go, which gives you reason to revisit each stage a few times.

Lucidity puts a new twist on a familiar story
click to enlarge

The variety of items is small, which at first makes the gameplay pretty simplistic. The challenge of collecting fireflies negates this somewhat, but unfortunately the gameplay still has its flaws. The biggest problem is the random distribution of items, which at times can be very frustrating. While it’s not always an issue, it can sometimes force you to miss the path you wanted to take, or lead to your death, through no fault of your own. For example, you may wish to use a stairway to reach a higher path, but you receive nothing but a series of horizontal beams. Or you may be approaching a group of enemies without a bomb to kill them, forcing you to wildly place items in the hopes that a bomb will come up before Sofi meanders into her own demise. Most of the time you can improvise your way through the randomness, which is part of the game’s challenge. But when that same challenge results in cheap deaths, a problem compounded in the harder levels where pitfalls abound, it can become an incredibly infuriating experience.

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