As I said, the depth of field means only parts of the image are in focus. I'll sit down with it again on Tuesday to see if there have been major changes and update this piece accordingly. That's why this is a hands on rather than a WIT. In the period since, State Of Play have been adding to and tweaking the game ahead of its 3 December release. But when you're actually playing you run into a number of problems relating to the aesthetic.Īt this point I'd like to point out that this piece is based on my playthrough of a build which wasn't quite content complete. The game oozes charm with every screenshot. The depth of field effect you get with these scenes is shallow which means only a slice of the image is in sharp focus. Post-production work saw the sets brought to life with lots of little finishing touches as well as things like the characters and their animations. I've written about that before in-depth but here's the shorter version: developers State Of Play built the whole thing as tiny papercraft sets and then recorded them so they could be used in the game. The most striking thing about it is the art style. The story plays out across a papercraft city – one which actually exists in miniature in real life – and revolves around solving puzzles and assisting the cast of odd cliff-dwelling characters. Lumino City is a point and click adventure which follows a young girl called Lumi as she tries to find her missing grandfather. That's for both positive and negative reasons. The thing you'll remember about Lumino City, certainly from the build I played, is the handcrafted element. Update: There's an update at the end of this post with notes after playing the remaining levels in the finished build.
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