Of course had they wanted to, they surely could have done so by that point." Their manager at Daft Arts, Paul, informed us that while they were big fans of Mizuguchi-san's work, that they didn't want to do just any nostalgia trip. "Ubisoft was very active in engaging them, too, and the conversation was definitely friendly. " were big fans of Rez, so that basically gave us an "in" to talk to them," Mielkes told IGN. This forced Q Entertainment to move on in a different direction with what eventually became Lumines Electronic Symphony. According to Mielke, the DJs didn’t want to use old music, had just wrapped up production on Tron Legacy, and were beginning work on Random Access Memories in between Adidas and Star Wars collaborations. “Everything in the game was going to be Daft Punkified, from the HUD, to the soundtrack, to the bassy aural ambience found on their 2007 Alive live album, to the special effects, real-time lighting, bouncing 3D crowd, etc.”ĭespite having already met Q Entertainment creative director Tetsuya Mizuguchi (and being fans of Mizuguchi’s work on Rez), a few roadblocks kept Daft Punk from being able to commit to the project. “What I wanted to do was put the player in the cockpit of Daft Punk's pyramid-shaped DJ booth that they tour with, and – as Daft Punk – rock the crowd by performing big combos in Lumines,” Mielke wrote. ![]() Mielke originally wrote about the project’s genesis in a 2012 Gamasutra blog post, describing how his journey to reboot the Lumines franchise (originally a PSP launch title) brought him into contact with Daft Punk.
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