For those unaware, the isometric layout means that movement is relative to the angle of the room, and where the player character is in that room. Lumo controls exactly like the isometric titles of the past, which can make some of the trickier platforming sections a nightmare. It seems likely that gamers used to modern conveniences will find Lumo especially frustrating, starting with its control scheme. To his credit, it does seem as though Noyce has nailed a modern take on the genre, but having its roots in decades-old game design serves as both Lumo's primary defining feature as well as a source of some of its more frustrating moments. This isometric style is virtually unheard of in gaming in this day and age, and that is part of the reason why Noyce, formerly of Ruffian Games, decided to create Lumo in the first place. This odd and out of place opening sequence doesn't leave one with a positive first impression of Lumo, but Crackdown 2 developer Gareth Noyce mostly makes up for it when players get to the actual game, which is an isometric arcade adventure throwback in the style of Knight Lore and Head Over Heels. Lumo begins with players in control of a poorly animated male or female adolescent, who is then seemingly sucked into a magical video game. Lumo is a charming throwback to the isometric arcade adventure games of the 1980s, but is held back by its short length and some frustrating platforming sections.
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