Lumo is modern interpretation of classic isometric arcade adventures from yesteryear and is out now on the Vita. We caught up with Triple Eh?’s Gareth Noyce to find out more about the game.
Hi Gareth, thanks for talking with us! Can you tell us how you got into developing games?
I’ve always wanted to make games, so really, most of my life has been about learning how to do it. I started programming on an Amstrad CPC before upgrading to an Amiga. I spent a long time doing Pixel Art and music and started a shoot-em-up project called Neutrino with some friends when we left school. It didn’t get finished, as you’d expect, and Uni life and DJing took over for a while, but I got pulled back in by doing art for some open source projects and contributing to some early Linux games. Eventually – 10 years later – I landed a job at Climax Solent as a designer on Sudeki.
We are here to find out more about Lumo, which is out now on the PSVita. Can you tell us a little bit about it?
Lumo is a modern interpretation of the old Isometric Arcade Adventures. Think knightlore, Head Over Heels, Get Dexter, Amaurote, Monster Max, Solstice and Equinox, for example. It sticks closely to the genre tempate; emphasis on exploration, lots of secrets, large world, limited persistence, rooms as discreet challenges, etc. It tries to add a few modern concessions like: auto save, infinite lives, more use of physics and lighting, etc. as well as adding a few mechanics that players won’t have seen in the original genre titles.
Lumo has a very distinctive, old-school look about it and very reminiscent of the old isometric games. What was your motivation behind this look?
As mentioned in the previous question, Lumo is a modern interpretation of the old isometric games. The graphics, instead of being pixel based, are contemporary, as its my intention to bring the genre “up-to-date”.
How much is there to find and do in Lumo?
There’re just under 450 rooms in Lumo, spread across 4 different zones. There’s six hidden mini-games, 60 coins, 32 Ducks and a sprinkling of hidden cassettes to find.
Is there any different gameplay mechanics that gamers will experience on their adventure?
You can play through the game in adventure mode, and take it at your own pace, or try the Old School Time Trial mode, and beat the game with limited lives, and no save game – all against the clock!
What was the thinking behind the ducks?
The ducks were added, initially, as a bit of a skill test for me as I’d played the initial section of the game a lot during development. They’re also a reference to the Ducks we had in the Crackdown series. They’ve proved to be a good addition and have helped new players get to grips with the game. Leave no duck behind.
Are there any differences between the PlayStation versions?
Afaik there are no content changes between Vita and Playstation. There are many graphical changes, as you’d expect 🙂
Was the Vita version difficult to port?
I don’t know, I didn’t work on it. The console port for Vita was handled by Just Add Water in the UK. They’ve done a great job
Are there any Vita titles that have impressed you?
Jeff Minter’s TxK!
What is next for you and your studio?
I’m going to enjoy the sun and have a bit of a holiday!
Of the two released Vita versions, the OLED and the Slim, which is your favourite?
OLED, all day long. You can’t beat that screen.
We would like to thank Gareth for his time, as well as Lee from Rising Star Games for making this possible. Have you be picked up Lumo yet? Or are you going to wait for the physical edition?
This article first appeared in the July issue of Vitamag. Look out for more exclusive and magazine first content in the magazine soon!
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