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Disasterpieceby: Red Raven
Release Date: May 29th, 2002 In short: Innovative and fun battle system is unfortunately unable to save an otherwise horrid game.
The background setup for the battle system isn't really exciting, so I will not dwell too much on it. Basically the main character, Princess Katia, is surprised in her important princess duties by an encroaching Black Fog that quickly swallows the castle. Monsters and mayhem predictably follows. Trying to escape, she makes it into the treasure room in time for the lone treasure chest to burst open, revealing a legendary Runestone. This weighty amulet quickly attaches to her knee-long hair and grants her official access to the aforementioned superb battle system.
The genius of this battle system is how simple it initially appears; the true strategy only revealing itself once you start to venture deeper into the game. In-between levels, you must make 30-card decks out of what cards you have available, and those 30 cards will have to last you pretty much the entire level. While you will almost always pick up more cards during the level--which you can then temporarily add to your deck at specified deck stations--these cards are typically going to be your last resort. The rub is that you don't get to pick which cards you draw: at the beginning of battle four cards are randomly assigned to the four controller buttons. While there are three ways to get rid of your cards to draw another one--use them, discard them, toss'em at enemies in an attempt to capture them in a card--there are not many ways to restore them. Indeed, Weapon cards are the only cards that you can use more than once (typically 2-5 times) so not only does timing play a large role in completing each level successfully but luck as well; missing enemies with your Summon card attacks or drawing all your healing cards at the start of a level can make passing a mission pretty much impossible. Luckily, dying or quitting a mission brings no other consequence than having a lack of "last resort" cards to pick up on the next go-around.
What doesn't help in the drama department is the completely lackluster musical score. Best described as elevator techno, it is pretty clear where most of the budget for Lost Kingdoms did not go. When the game has a "Main Sound Creator" instead of a "Composer," you know something is wrong. What's also wrong is how utterly generic the whole game looks. The entirety of the GameCube hardware processing power seems to have been spent emulating something a 2nd generation, PSOne title could have acheived. It doesn't look bad per se, but I docked points regardless simply due to the development team's apparent lack of effort in the visual department. I want to make one last point abundantly clear: do not buy Lost Kingdoms. Spending any more than $5 for a rental on this game is a waste of money. However, the very interesting battle system warrants at least a passing glance as you head to Blockbuster with your "Rent 1, Get 1 Free" coupon. The entire experience only takes one lazy afternoon to complete, and it's not any more embarrassing to be caught playing than, say, Final Fantasy 9. So while the GameCube's first RPG is not exactly a stellar addition to our genre, at least it isn't a complete failure. Better luck next time.
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