The emergence of Lumines is shaping, becoming another visually spectacular hit for the Tetris Effect team
Blog Andrew Joseph 12 Jun , 2025 0

After 20 minutes of light, Anears' team made a tough decision for me. “We have about 20 minutes left. Do you want to spend the rest of your time asking us some questions or want to play more?” Although I wanted to jump straight into the interview and pick the thoughts of people who bring us humans, the Russian tornado effect and Rez Infinite, I found myself betrayed by my own childlike glamour.
“If I only did a few levels, would you mind?” I asked.
It was at that moment – when part of my passionate game surpassed the part where I was most difficult to maintain the sensitivity of a writer that I realized real Enjoy my time at Lumines. Although I certainly spent some time chatting with Game and Art Director Takashi Ishihara and creative producer Mark MacDonald and loved every minute of it, I left the preview event and hoped that the next entry in the Lumines series would return to my hotel, filled my steam deck with my steam deck and waited for me to play again.
This is not to say I don't have enough time to understand transparent shapes. In the preview event, I played a pre-made playlist of four songs, and then other After I proved over-greed, there are two more songs on the playlist. Each track lasts about four minutes, which makes the luminosity appear good for about 30 minutes. Judging from what I've collected, the mode I play seems to allow players to build their own qualified list by selecting songs from the main story of the game (called “Journey” mode). So I came across songs of Order without the context I think would be provided in story mode. However, this didn't stop them from being visually pleasing, memorable, and most importantly, fun.

For those who are not familiar with Lumines, the overall gameplay is very similar to Tetris: blocks drop, you can rotate and place them to help clear the board, and “top” the spelling game. But while Tetris sees you lower the temonia of various shapes to help form lines and then clear the board, Lumines focuses entirely on the square. Each structure you give is 2×2, consisting of at most two different types of blocks; when you put them down, your goal is to form a square (2×2 or higher) composed of the same block type.
After forming a square, you have to add it to the vertical “timeline” before a full scan and make seconds between the structures of the square, then rush to expand the blocks to 3×3, 4×4, and so on. Although it is not directly related to the rpm of the track, the schedule helps emphasize the musicality of the game and accumulate your internal rhythm. Arise also gets a new twist with its burst meter, which can slowly fill over time and then lock it into your grid to get a few passes of the timeline, allowing you to add to it for longer to clear more boards.
Although this is relatively simple to master, it is certainly difficult to execute. Interestingly, the more I idea The trickier things seem to be getting to what I do in Lumines. Fortunately, everything about its music and visuals goes into the gameplay – letting you get into a Trance-like traffic state where you live. Everything is fluid, stylish and hypnotic. Yet there are undeniable tensions that are closely related to this kind of puzzle game – those tiles with only a few poorly positioned can make overwhelming, shrinking and clumsy games increasingly clumsy. Ultimately, though, all of this forms an excellent juxtaposition, not only the core of Lumines that appear mechanically, but also narratively.

While I didn't play Arise's Journey Mode, the few levels I played had a darker tone than the others, and it could look at the narrative of the game that might disappear. Instead of pulsating lamps and electronic pops, are oppressive silence and mechanical moans. Rather than dropping the flickering circles and boxes, I gave me a harsh metal box fan and hollow white box to try to form a square. Within a minute, I felt very nervous and told the team with a nervous laugh.
According to creative producer Mark MacDonald, this is totally the point, as Arise’s story focuses on “the highs and lows of life, and how we get the benefits between the benefits.” Naturally, it’s a bit difficult to actually address the subject and convey that message because the game lacks a written narrative. MacDonald laughs and says that while there are songs in the game that can act as “cheating”, it gives players a clearer understanding of what they mean, the lyrics can often be a bit abstract or metaphorical. So the atmosphere is largely how the team can achieve this, just as Lumines has influenced the environment and storytelling of the enhanced build Tetris Effect, the team said they want to transform Tetris Effect into shape.
“The challenge of our game is that we are telling stories in abstract ways, the way we are only really done,” MacDonald said. “Lumines understands the effect of Tetris and now we see things appear with the shape of the Russian-Russian effect.”
Shortly after this interaction, the creepy monochromatic levels start to eliminate themselves and end. Then I was welcomed by two dancing chameleons who spent their lives while a fast-paced song took a blow in the background. These levels are indeed abstract and interesting views of the “highs and lows” of life, but they also absolutely dominate.


As I shook my head to the music and returned to the sway of things, Games and Art Director Takashi Ishihara was glad that the atmosphere he and the team built was exactly what was scheduled.
“Some people cried while completing the Russian suit effect and we were shocked by this reaction,” Ishihara said. “I think people who have a deep connection to art and music (related to their emotions, sensitive to the atmosphere) will really respond (the time it is sent out).
That said, I suspect that even those who come to Lumines are caused purely by the delightful new puzzle game. Very interesting and fascinating, Slightly Tension, visually spectacular, and has the same pleasant mobility to deliver to be known. All in all, once later this year, I can't wait to spend more time on the PS5 and PC.