Lucidity

Lucidity
The game seemed to warn: be careful with their dreams, kids! Of nightmares is not so easy to get
Statement by LucasArts to develop a first for many years to the original game (and not the next "Star Wars") for many was a surprise. However, not long enjoyed the fans of classic advenchur - the company decided not to return until this genre, and did something really new. Puzzle-platformer Lucidity tells about a little girl, Sophie, who escaped from his home in a dream world. To him the rules of reality do not really apply, and therefore controls the player is not very small girl, who calmly walks, and the surrounding world. Tetris-style game on the line throws random objects to help Sophie to overcome the obstacles encountered on the road. So, to help bridge the gap slingshot, and get rid of the annoying monster or destroy "excess" wall - a small bomb. The girl at that time is moving forward tirelessly, fearlessly climbing at random and seemed to be unaware of danger every second, white-hot leading up to the person with a gamepad. Along the way she can catch fireflies them at every level of about fifty. Collect all the fireflies at once is extremely difficult and often impossible to do, but that is not required - the rest are allowed to pick up during the second passage level, the game allows it. Each typed hundreds of open access to bonus levels, passage of which is optional. However, sometimes, just move on is a great difficulty. Before the release of the game fans LucasArts revered Lucidity sort of "response Braid», but now it is clear that there are rather "Lemmings and Tetris" in the wildly beautiful wrapping. Developers too much effort spent on the graphics of the game, the style and pitch, forgetting to make it interesting until the very end. Yes, Lucidity really cute looks but no end to poke restless girl under his nose all sorts of stairs still bothers in the first act of the game. There is a feeling pumped with steroids from the game section of Xbox Live Indie Games, which is noticed by the rich and publishers have forced the developer to make ten times more levels than he wanted.