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There's a thrill to chaining together combos, and you feel proper smug when you've poisoned your big hammer and use it to smash a nasty machine into oblivion. "FAHCKIN LAVELY", as he'd probably say post-watershed.Įarly on, the rhythm of the game's fights is a proper blast. Buy cards from Mannie and you'll fill up a bar that unlocks even more cards. Time also comes to a standstill when you roll him, which lets you flick through your options and string together some juicy card combos. As long as Dicey has some energy crystals in his rectangular belly, you can roll him to get points and play your hand with whatever number he lands on. It's basically a spoon to feed your pal Dicey a diet of energy crystals: every enemy has crystal warts you can shatter with a well-placed shot, and if Dicey gobbles these shards up you'll be able to draw from your deck of 15 magical cards.Įach of these cards costs points to play, so a magical sword might cost one, while a trio of bombs might cost three.
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Even doesn't come armed with anything except a trusty slingshot, so to survive against onslaughts of angry robots, you've got to put it to use. It's like a blend between turn-based card battling, dice-rolling, and real time slashing. Occasionally it stuns too, with one standout moment when you reach Threedom and see enormous mechs slugging it out amongst the clouds.Ĭombat, while super fun for a while, also becomes a bit of a chore later on. But the journey from Onecroft to Sixtopia is pretty enough, filled with lovely cobbled streets drenched in moody purple light. There's only so many ways you can wear Doc Martens and a stripey top, after all. The hierarchical world of Lost In Random does blend into one a bit because of the whole theme, though. I traded complicated words with an auntie catfish, for instance. They're all amusing too, with a few sending you on more original and fun side quests to break up the linear ride. Everyone teeters on long spindly limbs, and they're either gremlins with upside down faces, or withered trees wearing top hats. Still, can I just say that despite the repetition I still sort of adore Lost In Random's universe? Yes it's drowning in Burtonian influences, and like Alice Bee said after her hands-on preview, it's probably a bit much if you're not into that sweet-but-sinister vibe, but boy is Random filled with character. "Find me two of this, find me three of that." You better like fetch quests, as these are the real gatekeepers of this forlorn land. As you climb the rungs of this world, you soon realise that each area copies the former's homework. Here and there it surprises, but it's less random than the name lets on.
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You explore the world, which if anything should be called Tim Burtonville rather than Random, by running about, speaking to fish people, and fetching said fish people things to unlock new pathways. It's more of an adventure with a hint of RPG. It's a premise that hooks you in immediately, and I was desperate to find out what had become of my poor sibling.īut don't let appearances fool you, as Lost In Random isn't a platformer like, say, Psychonauts 2. You, along with your sentient die companion Dicey, must journey from your hovel in Onecroft all the way up to the queen's castle in Sixtopia to save Odd. Lost In Random has you play as a little girl called Even, whose sister Odd has been taken away by the evil queen of Random, the kingdom where you live. This is a strategy-combat-meets-adventure game that's solid fun and has some great personality, but it gets a little too comfortable to knock you for six. I had hoped it would surprise me more, actually. Given it's called Lost In Random, you'd expect Zoink Games' new game to be filled with all sorts of oddities and twists and turns and things.
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Doesn't shake things up as much as you might expect, but it's still a fun journey nonetheless. An adventure with cool combat and a wonderful, wacky world.
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