Lumines: Arise [Review]

Disclaimer: We were provided a review code by Enhance PR in exchange for our honest review.

I’ve been a dedicated fan of the Lumines franchise ever since it landed on the PSP back in 2004. Its slick interface, driving soundtrack and rhythm-based puzzle flow made it the perfect on-the-go escape. So when the trailer for Lumines Arise popped up during Sony’s State of Play this summer, I was pumped.

Lumines Arise picks up the core formula and rides it confidently into the present. At its heart you’re still dropping 2×2 blocks of two-colours/patterns, rotating, shifting them, creating bigger blocks of a single colour or pattern, and waiting for the timeline sweep to clear them. Then Arise adds the new Burst mechanic: when your Burst meter fills to 100% (or even earlier, as needed), you trigger it, build the biggest block you can of one color while the other color rises to the top, then when Burst ends everything cascades back down for big waves of clears and a hearty score-boost. The mechanic adds an extra layer of strategy and rush on top of the classic flow. The core still feels instantly familiar, yet welcome.


In the core gameplay mode - “Journey” - you go through nine levels, each consisting of four rhythm-fuelled visual and auditory experiences. If you like more challenge there are “Missions” (tutorials + specific tasks) and even a multiplayer versus mode for when you want to face off against other Lumines fanatics.


Customization is also in: you can build a “playlist” of favourite stages, and there’s a shop using “pon” (points you earn in-game) to dress your avatar - the “Loomi”.

The music in Arise is as strong as ever - as longtime Lumines fans would expect. Other reviews have highlighted how each stage has its own identity, and how the presentation leans into synaesthesia, pulling players into that flow-state where sight, sound and touch converge. The graphics are bold, bright, modern, and there’s a lot of charm in the way Arise updates the formula while honoring the past. As a long-time player I definitely felt that connection, and there are tracks that I’ve definitely found myself humming to myself over the past week.

While I welcome Lumines’ return with open arms, I can’t ignore some minor drawbacks. The biggest issue is legibility and visual clarity in certain stages. The visual effects are so intense at times - flashes, translucency, swirling backgrounds - that you occasionally lose quick sense of your blocks or colors. This can be particularly distracting, even frustrating, in the heat of an intense session.

Another consideration: though the Journey mode is very well done, the structure is still somewhat limited before you find yourself shifting into optional modes. Some players may find they might want more “new” mechanics or surges of innovation beyond what’s present…and less incentive to return to the game once the main journey has been cleared.

From a technical standpoint, the lack of HDR is a puzzling omission, given its general commitment to excellent visuals otherwise. It’s no slouch, to be sure, but HDR would have helped to elevate it even further.

If you’ve been with Lumines since the early days (and I have) you’ll find Lumines Arise quite the worthy successor. It keeps the addictive rhythmic drop-and-clear gameplay intact, introduces a smart Burst mechanic that gives the familiar loop something fresh, and delivers a presentation that feels bold and modern without losing the heart of what made the series click. The visuals sometimes get a bit carried away, and some of the extras might leave you wanting more, but those are relatively small quibbles against what is a genuinely fun and polished puzzle package.


In short: if you enjoyed the original on PSP or any of the sequels and you’ve been waiting for the franchise to return in top form, Arise hits the mark. It’s an excellent time to drop back into the grid.

Final Score: 8/10

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