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The Spirit Lift Video Review

A Deck Stacked With Terror

HIGH Easy to pick up and play.

LOW A lack of overall depth.

WTF Scoops the Clown.


TRANSCRIPT:

Hi everyone. Eugene Sax here with another review from GameCritics.com.

The Spirit Lift is a roguelike deckbuilder that takes inspiration from haunted houses and creature feature films of the early ’80s and ’90s. A group of high school seniors get separated from their group on a field trip to a spooky hotel and get sucked into The Spirit Lift, where they must fight through 13 floors of terror in order to get back home.

Once a run begins, players take their group of teens through the cursed hotel floors in order to make it to the Penthouse and defeat the evil creature there. Each floor is different, with the theme depending on the boss that will be found at the end of the section. Every door along the way might hide cards or gear to help with the run, gold to buy cards from a shady wolf lurking around, or enemies trying their best to gobble the players up.

In combat, cards are played each turn to defeat enemies. Enemies telegraph what they will do when the player ends their turn, so using that information to plan out moves before enemies act is crucial. Unlike others in the genre, I have yet to find a card in Spirit Lift that actually serves as “defense” — there are no shields and no blocking. Options seem limited to attacking or debuffing enemies, which leads to a quick gameplay loop as it’s all-offense, all the time. That said, this speed is helpful in avoiding the maximum of 13 turns per battle — I haven’t found out what happens if a player uses up all of those turns, but I can’t imagine it’s good. Whether players win or lose a run, there will be points awarded that they can use for things like more starting health or starting with more gold on future runs.

There’s not much to the formula beyond what I’ve just described, so there’s not much depth in The Spirit Lift. There’s not much enemy variety, either. In my runs I’ve seen basic versions of bad guys, slightly healthier versions, and versions that do more status effects. There are some one-off enemies that introduce a new gimmick, but the well of new ideas seems to dry up fast.

What really kills the Spirit Lift, though, is the grind. It’s not the worst I’ve seen since each run is fairly short, maybe taking an hour to hit the final boss of the run, but the lack of variety is felt quickly.

On the plus side, players will eventually unlock five additional characters past the starting three after a few runs. Some are better with straight attacks, while others are better at buffing or damage-over-time, but they all tend to play fairly similar to each other. This means that after only a little while, The Spirit Lift has shown its entire hand.

That could be disappointing for players who love to dig deep into an experience like this, but despite how shallow it seems, I find that the spooky haunted house vibe is charming, it’s easy to grasp some of the powerful combinations quickly, and learning the full array of monsters allows players to quickly strategize each encounter.

The Spirit Lift won’t be a game for everyone, but there’s joy to be found for players who might like a smaller bite.

For me, The Spirit Lift gets 7.5 loops of elevator music out of 10.


Disclosures: This game is developed and published by prettysmart games. It is currently available on PC. This copy of the game was obtained via publisher and reviewed on the Steam. Approximately 8 hours of play were spent playing the game, and multiple runs of the game were completed. There are no multiplayer modes.

Parents: This game is not currently rated by the ESRB. However, it’s safe to say that it has fantasy violence as players use cards that represent items like guns, baseball bats, and tennis rackets to attack horror monsters. No blood, no foul language, just creepy atmosphere.

Colorblind Modes: Colorblind Modes are not present.

Deaf & Hard of Hearing Gamers: This game offers subtitles, but subtitles can not be altered and/or resized. There are no audio cues needed to play. The game is fully accessible.

Remappable controls: Controls are not remappable, and there is no control diagram. Movement is controlled by pressing WASD on the keyboard, or by using the mouse to click on the arrows on screen. Mouse is used to control everything else (card selection, selecting options in events, etc),

The post The Spirit Lift Video Review appeared first on Gamecritics.com.

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Lumines Arise VIDEO Review

Synaesthesia Never Felt So Good

HIGH Tutorials that help me get better at Lumines.

LOW Visual overload can make it hard to focus.

WTF How is the soundtrack this good?


TRANSCRIPT:

Hi everyone, Eugene Sax here with another review from GameCritics.com.

I haven’t played a lot of Lumines, historically.

The remastered version from 2018 was my first intro to the series, and honestly… well, I didn’t really enjoy that first pass at it. It felt too loud, both audio and visually, and I couldn’t wrap my head around the horizontal puzzle style. Knowing that the people behind Tetris Effect were also behind Lumines, though, I wanted to give it another shot and see if this new entry was a better way to get into this franchise.

Mea culpa, Lumines — I was wrong about you. (At least in some ways.)

Lumines: Arise is a block dropping puzzle in conversation with Tetris, but rather than the classic tetrominos filling horizontal lines, it instead focuses on asking the player to create 2×2 blocks anywhere on a horizontal plane. Blocks drop from the top of the screen, and players need to move them around in order to create 2×2, 3×3, or larger, in order to score points. A “timeline” moves across the screen and erases any complete blocks it comes across, clearing more room for players to create more blocks, and so on. There is also a rare “chain block” that will allow all linked blocks of the same color to be erased from the timeline, even if they’re not in the shape of a square.

The big mechanical addition to this version is “burst”.

As players create blocks, a meter will fill at the top of the playfield. At any point, players will be able to activate the burst, which then stops blocks from falling for a few moments. If players can create a block during this burst period, it will cause blocks of the opposite color to fly above the screen. Players can continue and make more fly up. All of those blocks come rushing back down once the burst is over, then creating a large chunk of squares to combo with.

Gameplay is broken up into a couple of modes for Arise.

Journey takes players through sets of stages (four or five, normally) with increasing difficulty as things progress. Playlist mode allows players to combine their favorite stages together in a custom order to play, or just to watch if they want to take in the visuals and music. Lastly, there’s multiplayer, which consists of some solo leaderboard competition or battle modes.

I also will shout out the tutorials specifically as Arise tailors them to new players and gives small missions that make it easy to understand and learn not only how to play, but also how to grasp more advanced techniques. These tutorials made me better in a way other puzzle titles haven’t.

At this point in the review, it feels a little like burying the lead to only just now mention the visuals and the music.

Since each stage only has two colors players need to match, this mechanical simplicity allows for some creative and striking ways to keep the play field visually interesting, and the developers lean hard into delivering over-the-top sound and graphics, far above what you might expect for a puzzle title.

One in particular that I enjoyed was a food-themed level. Blocks started as red apples and green melons, but then changed to broccoli and tomatoes as I got further in, while classical string music played in the background. Another had orbs of fish and hermit crab shells that changed color to reflect the sun setting on the beach landscape behind the playfield while listening to slow, smooth pop vocals. The visuals and music combine masterfully to pull players into Arise on a level above just block-matching, and it eats up time in a way that hasn’t happened to me in a long while.

With that said, some of the levels do get overwhelming as previous versions of the game. However, there is a moment of pause and the music fades out between each song, giving a welcome break to catch your breath and reset before going into the next stage. There are also a wealth of accessibility options that allow players to adjust any of the visual stimuli including background effects, particle effects on the playfield, and so on. If it’s too much to take in visually, it can be turned down.

While my memories of playing it in the past weren’t great, the masterful music and visual presence combined in Lumines: Arise really turned me around on the series. It’s not one to miss!

For me, Lumines: Arise gets 8.5 blocks exploding into glitter out of 10.


Disclosures: This game is developed by Enhance and Monstars, Inc. and published by Enhance. It is currently available on PS5, PSVR2 and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 6.5 hours of play were devoted to the single-player mode, and the game was completed. Around 1 hour was spent in multiplayer modes.

Parents: According to the ESRB, this game is rated and contains Mild Fantasy Violence.  The blocks will explode into particles on screen, fantasy violence amounts to spiders and snakes that fight each other in the background (but these can be turned off in accessibility menus).

Colorblind Modes: There are multiple colorblind modes available.

Deaf & Hard of Hearing Gamers: Sound is not needed to complete the game. Captions for character dialogue can be resized. The game is fully accessible.

Remappable Controls: The controls are completely remappable.

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