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Lost Kingdoms

Developer: From Software
Publisher: Activision
Genre: Role-Playing Game / Card Battle
Players: 1-2
Similar To: Yu-Gi-Oh! / Zelda
Memory: 2 blocks
Rating: Teen
Published: 07 :03 : 02
Reviewed By: Ryan Newman

Overall: 6.5 = Fair

Screenshots

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Intro

With From Software and Activision’s latest release, GameCube owners are given their first semi-RPG. Playing the role of Princess Katia, gamers will need to rid her land, the five Kingdoms of Argwyll, of the darkness that is plaguing it. By mixing the RPG genre with the gameplay styling of card-battle titles, Lost Kingdoms provides a unique experience that casual gamers will find fun, though fans of the specific genres might find it all a bit too watered down.


Gameplay: 6.5/10
The fact that Lost Kingdoms comes closer to an RPG than any other GameCube title out there, while still not really being an RPG has to be bittersweet to fans of the genre. Utilizing a lenient card-battle system that executes in real-time, Lost Kingdoms plays out more like an adventure title with a bit of a twist. Depending on what kind of card is used, the game can feel like a Zelda-style action RPG, or even a Final Fantasy-style whenever a creature is summoned. Those are very small aspects of both titles, but with so few true RPG elements, they stand out more so than usual. With a world map showing the kingdoms, and said kingdoms being represented by small icons on the map, traveling throughout the world is a breeze and very RPG-esque; there are many things like this, and while they are reminiscent of role-playing games, they aren’t necessarily basic elements.

What I enjoyed about Lost Kingdoms is a facet that some might frown upon; I enjoyed its simple card system. Unlike other titles, previous knowledge of a card game isn’t needed and the intricacies are learned as you progress through the game. The only real points to worry about are the card’s elements and their attack styles. For the attack styles, some cards will simply have a creature appear around Katia; others will attack from a distance, like a bird creature that swoops down for a quick peck. Summoning a creature has Katia turn into the card’s character and attack in the direction that is faced – this is an interesting tidbit and one that is important to remember during combat. While other cards are more defensive in nature, they will stay in place offering bonuses or attacking the enemies so that the princess can get to safety, and so on. The cards are also broken into different elements: fire, water, earth, and wood. That aspect is somewhat basic as it’s the standard water-defeats-fire kind of paper-rock-scissors. However, adding a bit of spice to the mix are neutral cards that aren’t negatively affected by any of the other elements; on its own, it’s weak, but coupled with other elements, it fits in the simplified style well.

Katia never attacks creatures herself, only through a card, leaving her time to be spent running around the combat area trying to pick up crystals to increase the magical points that are used to call the cards into battle. Staying away from combat is harder than it sounds as battles take place on the levels, in confined, often cluttered areas. The main strategy is determining which cards are beneficial to use with the magic left, since using a card without any points will take health away; also, once a card is used, it’s destroyed, so picking which to use at the right time is extremely important. Tossing a monkey wrench into everything is the fact that the cards selected in combat are random, so it’s important to make your 30 card deck as powerful and varied as possible. Helping to alleviate a bit of the potential that could result in random choosing is the fact that the cards chosen are often fair and appropriate for the situation at hand. With random cards hiding in chests and in certain spots, along with a card shop, various decks can be made and cards exchanged, just to ensure that those varied deck(s) are accessible.

Wandering through the various kingdoms will take Katia through various realms; a sewer, graveyard, a castle, each with a distinct look and feel. They also have a nice progression of difficulty to them; it’s easy to get through the first few by feeling your way around the system, but once later stages are reached, an advanced knowledge of the elements and basic attacks really pays off. For those who just like firing off random cards, that method works too, but look forward to restarting quite a bit and relying on a healthy dose of luck. One feature that I enjoyed was that after dying, the game simply starts you over on the beginning of that level, unlike Yi-Gi-Oh! where a death meant game over. Even with the increased difficulty of the later stages, Lost Kingdoms is never really all that hard, and can be beaten in about 9-10 hours with random searches for secret cards, or upwards of 15-20 if you’re diligent and want everything and the best scores. There’s also a 2 player mode, but if you’ve beaten the game once, going through again with a friend isn’t very compelling. With the story and advancement being the only true RPG traits, many might find Lost Kingdoms too light in that area, while fans of card games might find the simplified system a little too simple; however, for those of you out there who are interesting in tinkering with either genre, or want a bit more action than normal, Lost Kingdoms is well worth a try.

Graphics: 7/10
While not terribly impressive, Lost Kingdoms does sport some smooth, vivid environments with some solid animations. The character models are a different matter; some – like the princess – look very good, while others look like a mess. These differences generally tend to be noticeable whenever the camera is zoomed in on them, and since some summons and scripted events force the view to zoom up, the game itself presents the weaknesses. With that said, the variety of the various enemies and possible card characters is varied enough to offer a good experience each time one is used, which carries over quite a bit. Sure, Lost Kingdoms isn’t pushing the GameCube to its limits, but it does a great job in providing rich environments -- which would have been fantastic for a more Diablo-styled title -- with solid character design, and a main character that is an all-around winner.

Sound: 5.5/10
This is probably the weakest point to Lost Kingdoms. Everything presented is standard RPG style, but with toned down dramatics. Even though both the music and effects stray from the negative side, they are both used to such an extent that they tend to fade into the background as the lack of variety really makes them forgettable. Keeping true to the atmosphere and providing some low-key melodic tones is nice, but just not enough.

Control: 8.5/10
This is surprisingly simple: the cards are released by their corresponding buttons on the controller. If that wasn’t easy enough, small icons near the cards also show which button utilizes that card. Navigating through the world map and within the kingdoms is simple, and combat is pulled off without a hitch. The main problem I had was that I couldn’t jump over objects; ordinarily, if a giant sword-wielding lizard soldier is chasing me, I’m jumping over that fence, but not here. Other than the limited combat space, there really isn’t anything of a technical sort wrong here. Whether it’s making a new deck of cards, going through the inventory, adventuring through a war-torn castle, everything is smooth – that is, unless you need to jump over something.

Overall: 6.5/10
While not committing to either the RPG or card-battle genre, Lost Kingdoms treads a fine line in a very niche market. If one had to picking a category, there are more RPG elements present, but fans of said genre might find the real-time card battles needless, while fans of the latter genre might find it too lax. I happen to have enjoyed what From Software accomplished; sure, it isn’t the longest title, and elements of both genres are watered down, but Lost Kingdoms still provided a fun experience and one that will give GameCube owners a nice break from the norm.

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