
Luxuria Superbia
Patience is the only skill that matters here, and the PC version is the worst place to learn it. A short, strange, award-winning art game that rewards slow hands over fast ones.
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About Luxuria Superbia
My instinct when I sat down with Luxuria Superbia was to treat it like a score-attack arcade game and push through as fast as possible. That instinct gets you killed inside ninety seconds. The entire design is built around punishing aggression and rewarding restraint, which is either a profound inversion of how games usually work or a very short novelty, depending on how generously you are feeling on a given day. The structure is simple: twelve flower-shaped tunnels, accessed sequentially from a central garden. Each tunnel fills with color as you touch the bud clusters lining the walls, and the feedback loop is immediate. Go too fast or cluster your attention in one spot and the flower climaxes prematurely, ending the run with a low score. Pace yourself, distribute your contact evenly, build color gradually and the music layers up, the visuals kaleidoscope outward, and your delight score climbs toward the three-ring completion rating needed to unlock the next level. The scoring system is clear and the win condition is legible; what is less clear is exactly how sensitive each flower is, which means the first few runs in any new level are genuinely exploratory. There is also a local co-op mode on PC, which turns the already-strange tactile metaphor into something considerably more awkward in the best possible way. Here is the honest problem with the PC version specifically: this game was designed for touch screens. Critics and academics who have written about it consistently flag that the mouse or controller input creates noticeable distance between intent and response. The dynamic music by Walter Hus, which reacts to your every interaction, still lands well through speakers, and the visual design holds up. But the physical intimacy that made the mobile version quietly remarkable simply does not translate with the same fidelity to a mouse cursor. If you own a touchscreen laptop or a drawing tablet, plug it in before launching. Longevity is the other honest problem. Rock Paper Shotgun noted it could get quickly boring once the core mechanic is understood, because the twelve tunnels do not escalate in ways that demand new approaches. The metaphor is transparent from the first minute, the mechanics do not deepen past that point, and the whole thing can be seen to completion in a single session. What you are buying is closer to an interactive art installation with a high-score wrapper than a game with build decisions or late-game complexity. It won the Nuovo Award at the Independent Games Festival in 2014 and was a finalist at IndieCade, so the critical establishment found genuine value in it. The Metacritic score sits at 66, which is about right: interesting enough to deserve attention, thin enough that enthusiasm needs to be calibrated. For players who measure value in hours-per-dollar, walk away. For players who occasionally want something that is genuinely unlike anything else in their library, something that takes fifteen minutes to complete and another fifteen to think about, it earns its place. Approach it as a palate cleanser between longer games, not as a main course. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- XP
- Memory
- 500 MB RAM
- Storage
- 250 MB available space
- Processor
- 1 Ghz
Recommended
- OS
- 7
- Memory
- 2 GB RAM
- Storage
- 500 MB available space
- Graphics
- Geforce or Radeon
- Processor
- 2 Ghz
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Reviews & Ratings
Game Info
- Developer
- Tale of Tales
- Publisher
- Tale of Tales
- Release Date
- Jan 28, 2014
