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Lucidity is so hardcore 28 Jun, 2011 / 7 comments

Yesterday, popular website Hardcore Gaming 101 posted an article on Lucidity, a flawed but nevertheless important LucasArts game from 2009. The article, which contains the phrase "somber twilight farm", gives you a brief overview of the game and examines its flaws. It also makes several tracks from the Jesse Harlin-composed soundtrack available for download, and they are a treat.



You may be wondering why I consider Lucidity to be "important". All I can say is this:

  • Other LucasArts games weren't as frowned upon nor as praised as Lucidity, but that's because they don't exist.


  • Lucidity never had Clint Hocking or any other internationally acclaimed designer helming it; but unlike other LucasArts games, Lucidity actually exists.


  • It's true that it's easier to make licensed games if you just want profit; however, unlike original LucasArts games, licensed LucasArts games developed in-house or Democratic ballsiness in a congressional hearing, Lucidity brought in some money because Lucidity actually exists.

Source: Hardcore Gaming 101

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7 Comments

  • Avatar
    Capn_Nacho on 28 Jun, 2011, 18:36…

    Kroms

    Clint Hocking! Who knows what he's working on?


    I think he's mopping floors and scrubbing toilets, actually.
  • Avatar
    SurplusGamer on 28 Jun, 2011, 11:42…
    I think I reviewed this one, didn't I?

    I remember it being frustratingly mediocre. Frustrating because of both the gameplay flaws and because the lukewarm reception probably put LucasArts off of trying again. Like you say, at least this one had the advantage of existing.
  • Avatar
    Logic on 28 Jun, 2011, 11:05…
    Lucidity had some things really going for it.. Atmosphere, art direction, music and so on.. For a game with such a basic concept though, the implementation was rough enough that it was incredibly frustrating to play. I don't think it works terribly well as a game. I was, however, excited to see what else would come as the team developed their craft and explored different ideas. Unfortunately it looks like that big red LEC-reset button was tripped again. Did they put it next to a light switch or something?
  • Avatar
    Diduz on 28 Jun, 2011, 07:15…
    Lucidity was nice, but unfortunately its code was sloppy. I kept dying because the input wasn't responsive enough.
    It got great art and sound, though.

    So long, Darrell Rodriguez and your guts.
  • Avatar
    Kroms on 28 Jun, 2011, 07:03…
    They were working on a game codetitled Handsome Halibut, but it's safe to say that got scrapped.

    I mean, still - Clint Hocking! Who knows what he's working on? I just don't want Jason's theory - that suits now look at LucasArts as an extension of Lucas Licensing and treat it as such - to be true.
  • Avatar
    Jason on 28 Jun, 2011, 01:17…

    mish87

    Haha you guys never stop stabbing at LucasArts.



    The tragedy is that we can stab them with snark all we want, but can never pierce them as they have our hearts. :~




    Anyway! The thing that really sucks about Lucidity is that it was the very start of what should have been a lengthy exercise in small, experimental and creatively motivated games from the studio. If you stay for the end of the game's trailer, you'll see a URL for the LucasArts Workshop, which was basically the blog for the team that made Lucidity and the Monkey Island remakes and were presumably meant to continue making such titles.



    The site's been static for over a year. much like the company's Virtual Console and Steam re-releases. Believe when I say that everything I learned about stabbing I learned from the Golden Guy.
  • Avatar
    mish87 on 28 Jun, 2011, 00:52…
    Haha you guys never stop stabbing at LucasArts.

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