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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