When "Lumines: Puzzle Fusion" was released on the PSP in 2004, the game was more than just another puzzle concept. It was an attempt to combine music and perception in an audiovisual system that could not be explained, only experienced. Tetsuya Mizuguchi, already known at the time for "Rez", wanted to rethink the puzzle. "Lumines" was his alternative to the digital hectic pace: calm, precise, clear. Every action followed a beat, every block was a sound. Anyone playing with headphones immediately understood that there was more going on here than just chasing points.
"Lumines Arise" picks up right here. It's not a sequel in the sense that wants to change, but very much one that reminds. The basic idea remains the same: two colours, a grid, a line that pulsates in time. But the game has changed its expression. Today it moves with a lightness that was only hinted at back then. The transitions between the levels flow, light and music merge into a rhythm that unfolds organically. Enhance, the studio behind "Rez Infinite" and "Tetris Effect", has dusted off the old design and restored it to a state that finally works the way it was always meant to.