Lucidity Reviews (Xbox 360)

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100 point score based on reviews from various critics.
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80 (UK) (Oct 07, 2009)
It's a sign, in other words, that while Sofi may be lost and confused, her creators know exactly where they are, and exactly what they're doing.
TeamXbox (Oct 12, 2009)
With Lucidity, LucasArts seems to be getting back to the universally appealing IPs that it used to be known for. The game is easy enough for the casual player to jump right into, difficult enough to keep the gaming vets interest, and stylish enough to have both glued to their sets. It's not a perfect game. The randomness of the pieces and the occasionally unforgiving camera are a pain to deal with at times. In the end, what you get out of the Lucidity is an frustrating yet calming experience that you find yourself hard pressed to pull away from despite its shortcomings. As often as you fail, you can't help but be invested enough in Sofi's journey to try and try again.
In conclusion, Lucidity is an interesting game that tries to break the boundaries of gaming and offers both casual and hardcore gamers something totally different that not only proves quite fun but also quite relaxing. With graphics to match, Lucidity is one of those titles that pays homage to a totally different era of gaming but successfully transfers and upgrades it to the 21st century.
Planet Xbox 360 (Oct 12, 2009)
Collecting fireflies eventually unlocks bonus rooms, with their own set of fireflies to capture, but by the time you are rewarded the levels you may be ready to give up on your firefly hunt. The game is easily one of the best-looking games on XBLA. It feels very much like a children's book, with a rich color palette and tranquil score nailing the fantasy atmosphere. Despite its flaws, Lucidity is a tough game to hate. There is far from enough depth here to keep veteran puzzle gamers entertained, and the lack of camera control will lead plenty to giving up before the second act, but the game's charms do work their magic on you the longer you play.
Game Informer Magazine (Oct 08, 2009)
Many XBLA games are overly simplistic, and the way Lucidity presents the emotional issues that the storyline deals with is commendable – as is tackling a new twist on an old genre. But somewhere along the path the elements that make Lucidity fun are overpowered by a few fatal design flaws and the high degree of difficulty. You have to be way more forgiving than the gameplay is to enjoy Lucidity.
Edge (Oct 09, 2009)
The storytelling is light and never overbearing, easily glossed over in the detail if you wish to ignore it, even if its rhythm and timbre is inescapable in the general ambiance. As with Braid before it, Lucidity is a self-contained creation, with neither setup obvious scope for a sequel. As a result, it refreshes with its purity of purpose and ambition, even if, as a mechanising of the grieving process, it’s a game few will wish to return to once completed. After all, as Sofi herself points out, when we play it’s usually to escape the things that we don't want to think about, not solve them.
Vandal Online (Oct 15, 2009)
Dependiendo de la combinación de objetos podremos esbozar una sonrisa o fruncir el ceño, pues la mayoría de las veces nos encontraremos en una situación de ansiedad y asfixia de la que sólo podremos escapar si reiniciamos el nivel cuantas veces sean necesarias para dar con la combinación aleatoria que nos permita superar ese obstáculo que nos impide finalizar el nivel. Pese a todo eso, si somos lo suficientemente pacientes como para reintentarlo muchas veces y nos gustan los retos, el juego de LucasArts es una entretenida apuesta que nos hará pensar sobre muchas cosas de la vida y recordar con alegría todo lo que soñábamos cuando éramos pequeños y que se plasma a la perfección gracias a un estilo artístico único y original que se desmarca de lo que podemos encontrar hoy en día en Xbox 360. Si cuentas con el don de la paciencia, ayudar a Sophie será un placer para los sentidos cuya recompensa será una gran cantidad de horas de entretenimiento sano.
70 (Oct 13, 2009)
Lucidity emboîte le pas au remarquable Braid et prouve à qui de droit que le jeu vidéo est une forme d'art à part entière. S'inspirant de contes enfantins, évoquant le cinéma de Tim Burton et d'Henry Selick, le titre de LucasArts nous invite dans un monde de cauchemar dont on se prêtera à rêver une fois la console éteinte. Un beau paradoxe qui a malheureusement du mal à s'affranchir de quelques gros soucis de gameplay et autres oublis parfois préjudiciables. Néanmoins, si le fait de découvrir autre chose que de sempiternelles franchises ne vous fait pas peur, prenez votre courage à deux mains, fermez les yeux et vivez intensément cette aventure éthérée nous renvoyant plusieurs années en arrière... Du temps où on pensait encore que le jeu vidéo était avant toute chose une histoire d'émotion.
NZGamer (Nov 24, 2009)
I most enjoyed playing this game when I was very tired and didn't want to play anything too thought provoking. I guess if you just want to chill out for a few minutes then this could well be worthwhile having on your hard drive. Lucidity would also be a fantastic game for younger gamers. Because of this, Lucidity is a tricky game to score. The number at the top of this review is my opinion of the game (and I normally like abstract games), but if young children are going to be playing, feel free to add an extra couple of points.
1UP (Oct 16, 2009)
So maybe I'm a bit masochistic, and I'd imagine I'm more forgiving of the game's inconsistent difficulty than many others will be, but I'd definitely recommend Lucidity to anyone not scared off by anything they read in the past four or five paragraphs. It's got a few design holes, but in part because of those, Lucidity presents a type of game you don't see very often.
GamersGlobal (Oct 10, 2009)
Die ersten Levels von Lucidity sind sehr unterhaltsam. Doch schon am Ende von Akt 1 (also nach knapp einer Stunde) habt ihr prinzipiell alles gesehen und alles gemacht. Ab dann fängt das Spielprinzip an langweilig zu werden und seinen Reiz zu verlieren. Neue Objekte bekommt ihr keine mehr, nur Schwierigkeitsgrad und Stresslevel steigen weiter an.
IGN (Oct 06, 2009)
There is a lot to like here, from a children's storybook art style to a unique take on 2D platformers. But the pieces don't come together to create an engaging experience that keeps you coming back. You're supposed to watch over this little girl and get her to safety but after a few levels you'll probably be saying, "Screw it, if she wants to jump off a cliff she can go right ahead." Sometimes you have to use a little tough love.
Lucidity has great graphics, a wonderfully moody story, and enjoyable (if derivative) gameplay. There are plenty of levels containing tons of fireflies, though an initial play-through only takes a few hours. Unfortunately, when a game makes you want to smash your controller, it becomes a lot harder to recommend. Hardcore puzzle fans should pick this up, and some platforming devotees might get a kick out of it. Everyone else, however, should bear in mind that they might not finish what they start.
60 (Oct 10, 2009)
Met een prachtige, dromerige stijl weet Lucidity je vrijwel direct te grijpen. Maar al spelende raakt het langzaam zijn greep kwijt. Het spelconcept kent teveel mankementen en teveel irritaties om te blijven boeien en het verhaal is te summier om tegenwicht te bieden.
GamesRadar (Oct 13, 2009)
Gameplay frustrations aside, Lucidity does deserve some credit. The developers set out to make a game with a unique art style, protagonist and setting. The story behind the game is satisfying, sweet and sad - neither as obtuse as some experimental games or as blunt as most mainstream game plots. Lucidity is an interesting experiment, a beautiful indie-flavored game and a welcome addition to Xbox Live’s crowd of old arcade game ports. Gamers who appreciate metaphor and meaning will certainly find much to enjoy here. It’s just a shame that it isn’t more fun to play.
Giant Bomb (Oct 12, 2009)
With its absolutely exquisite art design, yet middling gameplay, Lucidity presents a package that initially captivates but wears thin quickly. I often found myself enjoying watching Sofi's actions more than I did participating in them. Add to that a story that seems a little too "fuzzy mittens" for its own good, and you have an experience that is hardly worth writing Nana about.
The A.V. Club (Oct 12, 2009)
The game’s promise and potential, every bit of it, unravels around level eight or nine. All the seemingly charming touches, like the postcards from the old woman and the isn’t-it-all-just-magic soundtrack, are designed to make you feel that more is going on here, that the game is more interesting than it actually is. But in the end, Lucidity reveals itself to be latest in a long line of twee, overly quiet games that, like the overrated Flower, desperately ache to be artful.
GameSpot (Oct 13, 2009)
The 27 story levels might take anywhere from three to six hours, depending on your skill. If you're really craving a challenge, you can return to levels again in an attempt to collect all of the fireflies scattered throughout, which is sure to take a very long time. Collecting these gives you access to an additional 16 bonus levels. A game that can be completed in three hours may sound short, but most will probably greet the game's ending with a sense of relief rather than a desire to keep on playing. When you're done with Lucidity, you'll feel as if you've been on a haunting and memorable journey through the psyche of a young girl. Unfortunately, the gameplay rarely contributes much enjoyment to this experience and often operates at direct odds with it. Some may find the music, visuals, and poignant story enough of a draw to make putting up with Lucidity's flaws worthwhile, but those wonderful qualities deserved a much better game.
Teletext (2009)
Stylistically this is aimed squarely at Xbox Live Arcade's arthouse crowd but in gameplay terms it just isn't very much fun to play. There's only a limited range of tools to help Sofi with and although the level design often encourages some clever combinations it's not enough. We're not sure if the art came first or the game, but the two don't meld well and only one has any lasting appeal.
Destructoid (Oct 12, 2009)
The game does have its bright spots, but they are all within systems the player doesn't use to play the game. The thoughtful story and rich art are lost in the chaos of the object selection system. Lacking the intuitiveness that the game demands, Lucidity is a product that feels incomplete, despite the polish on the visuals. Perhaps with a patch the system can be salvaged, but until then, it’s best to steer away.
Gaming Age (Oct 19, 2009)
Therein lies the problem with Lucidity. It's immediately obvious that a great labor was undertaken to create and maintain the art style throughout, but it's marred immediately by lazy game design that neither finds any synergy with the art nor shows any pride in the product.