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The world also uses its lighting and colors to aide the player almost every situation, with shadows sometimes being used to signifying things like an off-screen platform, and using the color red to clearly mark and enemy or obstacle.Whether you are in the dark and dreary starting area, or you are experiencing the outside world, the game visual design stays incredibly varied and detailed, and has a ton of depth.The sound is also very atmospheric, whether you are hearing the mechanical sounds of the world in the background or the chants or groan of this world’s inhabitants. Whether you are in the dark and dreary starting area, or you are experiencing the outside world, the game visual design stays incredibly varied and detailed, and has a ton of depth. This Designator tool also has quite a sense of irony to it you are breaking out of a regime that is oppressive and controlling of people by using that tool to control and command your peers.The game’s sound and world design are also great. While it starts out very simple with most puzzles coming down to switch flipping, early on, you gain control of a laser pointer “Designator Tool” that you can use to control other workers, and you can even use it to control a little robot dog-like sidekick you encounter partway through the game, who has an easier time getting through areas populated with enemies undetected.Puzzles are quite varied, and you’ll rarely be doing the same thing twice in the game.
![lumino city walkthrough crane lumino city walkthrough crane](https://i.ytimg.com/vi/0uhEQADsRxY/maxresdefault.jpg)
Platforming was never excruciatingly difficult, but stayed interesting and varied enough to keep things from getting boring.There is also lots of puzzle solving present in Black the Fall. You can run and jump to cross greater distances, and can also grab onto edges. Your character is quite heavy, making for a slower paced and methodical experience. In order to escape, you must go through some pretty simple, but interesting, platforming and puzzle solving. There is a bike mechanism that I could interact with, and was connected to a giant machine with a counter at 9999. I got off the elevator at his designated work station.
![lumino city walkthrough crane lumino city walkthrough crane](https://i.ytimg.com/vi/FIR2jsrC39M/maxresdefault.jpg)
My character started in a large elevator with a bring red light hanging on his back, just like the crowd of similar looking people surrounding him. Black the Fall begins on quite a chilling note. Even years after Romania was freed from Communism, the developers still felt passionate and dedicated enough to craft Black the Fall, a game that they feel addresses and represents how they felt and what they went through during this time.While Black the Fall is a well built game, and most of the communist imagery is very effective and eerie, the game unfortunately isn’t able to escape the shadow of other recent games that deal with some of the same themes, such as. But for the developers at Sand Sailor Studio, it was very real - they lived in a Communist Romania for years. “We weren’t focusing so much on game design, it was more about creating spaces that were interesting and different and would give the user a different way to explore an environment.“Lumino City isn’t complete magical make-believe.Black the Fall on PC, PS4, and Xbox One showcases a world oppressed by communism, but fails to stand out from other similar titles within its sub-genre.Being as young as I am, I never really experienced a world where Communism was a huge and active scare and threat. A personal favourite was Thomas Hillier’s which was part of the RA Summer Exhibition in 2010.“She was great,” says Bidwell. That might sound odd given architecture tends to be associated with functional bricks and mortar creations – why not an interior designer? But there’s a lot of experimental and narrative architecture out there, especially in the realms of final year architecture projects. It’s not giving Lume enough credit but it was kind of a proof of concept for this bigger city we always wanted to make,” says Bidwell.Early on, the team brought in architect Catrina Stewart to collaborate on the designs of the city. It’s the sequel to State of Play’s previous game, Lume – a similar but smaller scale endeavour.“We launched Lume to make sure we were able to sell this game and it was something people wanted – that we could even physically do it.