Intro
Breaking new ground in RPGs seems to be something few developers strive to
do. With the legendary Final Fantasy series literally dominating the American
console RPG scene, there seems little reason to deviate from the party system
and turn-based combat that we've all come to know, love, and expect. However,
From Software sees things differently. Not content to make a cookie cutter RPG,
they start from where they left off with the original Lost Kingdoms, and
produce an innovative, original, and--most importantly--fun title that breaks
away from the pack and provides an enjoyable, if not a bit short, card-collecting
romp through the imaginary land of Argwyll. Gameplay: 7/10
Set in the fantasy kingdom of Argwyll, the story tells the tale of a young
woman named Tara Grimface and her struggle to save a kingdom and fight some bad
guys using her fearsome....ummmm....deck of cards. Much like the Suikoden
and Pokemon titles, Lost Kingdom II emphasizes collection. Every
facet of the game revolves around the idea of collecting a variety of cards, and
then tapping into the various powers of these cards to unleash beasties, abilities,
special attacks, and other various attributes. However, the game doesn't feature
much outside of the card system, resultantly causing the game to just feel a bit
bare, a bit anemic. It's a good thing the
card / battle system is very, very good. The
game is organized in a Super Mario Bros. 3 / Final Fantasy Tactics
sort of way, with a representative world map that contains separate levels. Tara
can't explore the world, she can just enter one of the individual levels. For
each level, Tara is expected to make a single deck of 30 cards, enter the level,
complete an objective (usually killing various beasts), get some new cards, and
then progress to the next level. Like the rest of the game, this is deceivingly
simple. For you see, each card has its
own elemental affinity--either Wood, Earth, Fire, Water, Mech, or Neutral--that
is utilized through the ol' rock-paper-scissors convention. Accordingly, each
enemy also has an affinity--Water defeats Fire, Fire defeats Wood, Wood defeats
Water, and Water defeats Earth (Mech and Neutral have their own exceptions). On
top of that is the various card types: weapons, for a single attack; independents,
creatures that do Tara's bidding until they are killed or unsummoned; helpers,
that help Tara in battle by performing various feats; summons, large creatures
that appear for one devastating attack; and transforms, that morph Tara into a
creature with its own set of abilities. Obviously, as Tara progresses through
levels, continuous deck customization is required to insure that the deck can
meet the challenges of the upcoming level. Luckily, the game utilizes a feature
that lists the affinities of the creatures in the selected level without having
to play through it, letting Tara enter the level prepared. Additionally the game
features two sets of experience points--the points that Tara accumulates from
defeating foes and the points each individual card receives from being played.
Use a specific card, and that card gains experience that can be used to upgrade
the card to a more powerful one, or copy the card using some sort of magic mitosis
operation. Also present, is a multitude of card combinations unlocked by having
certain cards in your playable hand at the same time--Skullapalooza anyone? Put
this, plus over 200 unlockable, playable cards in a big pot, stir, and bake, and
the resulting dish is one that obsessive compulsive RPG fans will write home about. The
game emphasizes the card system, a lot. In fact, the game is built entirely around
this concept--it seems that ever periphery item standard in RPGs (towns, side
quests, battles) is built solely for supporting the battle system. There is exactly
one inhabited town with one shop in the entire game and even then, it feels sparsely
populated at best. NPCs often have one thing to say and its rarely informative
or helpful--just existent. The side quests are very limited and very linear, but
they serve to fill out the deck with powerful cards unobtainable by normal play.
But, each card operates very differently from the next. The secret to succeeding
in Lost Kingdoms II is figuring out how each card acts and in what situation
to play it--a fun system for some, yet drearingly boring for others. Outside of
cards, Tara cannot equip armor or weapons--she doesn't even have an inventory.
And while I'm all for shattering the walls of the modern-day RPG, it's nice to
have something, anything else to help flesh the game out. Lost
Kingdoms II is no 40 hour tedium-fest either. Clocking it at around the 10
hour mark, gamers should have little trouble completing the game in a good rental
span. However, for the more ardent fan, From Software has included multiple endings,
an assortment of side quests, and some truly devious puzzles to keep gamers interested
(one such puzzle must be completed correctly the first time, or it can't be completed
until a new game is started). As Tara finds new cards and subsequent abilities,
she can even return to previous levels to garner items that were previously unavailable.
As game lengths go, I couldn't recommend the game being shorter or longer--the
story isn't particularly moving or deep, nor is the combat so interesting that
I find myself yearning for just 10 more hours. However,
the game isn't without its faults. Simply put, Lost Kingdoms II players
will be lost without having played the original. While there are some differences,
Lost Kingdoms II expects the player to have a certain level of comfort
with the combat system and theory that drives the entire game. Newbie players
can expect a very steep learning curve with little aid from in-game tutorials
or the manual to ease the adjustment period. That's not to say that it's impossible
to figure out Lost Kingdoms II, but it is frustrating to play through the
first few levels seemingly clueless to whether your summoned house plant can defeat
the feared hobgoblin. Storywise, the sequel focuses on the same world in which
the original took place. Katia, the original's protagonist, is now heralded as
a hero (complete with statue likenesses), and players can even expect to visit
locales seen in the previous game--albeit changed to reflect the amount of time
passed. Add to this the ability to important card collecting acquired by playing
Lost Kingdoms I, and it seems that the developers wrote the game specifically
for fans of the first. Not necessarily a bad thing, but a more complete tutorial
(or manual) is desperately needed to bring newbies up to speed. The
story isn't any different. There is one, and it's a little interesting, doing
nothing else but tying together the locales and reasons for proceeding to the
next area. Just like the rest of the game, it serves to strengthen the battle
system. It's not bad, nor is it amazing--it services well enough though with typical
RPG highlights that include: outcast youth finding solace in a band of other outcasts,
the exploration of the concept of power and who holds it, and enough monarchy
corruption to keep the British tabloids busy well into the 26th century--serviceable. But
what makes Lost Kingdoms II really shine is its inclusion of a 2-player
versus mode. Complete with a variety of options that regulate card use, time,
and bidding, the mode is a welcome addition that allows you and a friend (with
their own memory card) to take each other on using your very own customizable
homemade deck. Add bidding options that allow the victor to win up to 3 cards
per battle and the mode is sure to start up some sweet, passionate multiplayer
lovin'.
Graphics: 7/10 When the term "card video game" gets used,
I automatically think of the horrendous graphics found in Yu-Gi-Oh! or
Magic: The Gathering. So imagine my relief as I booted up Lost Kingdoms
II and saw that the game actually had actual, real graphics to support the
card system. In fact the game has environments, explorable levels, and unique,
animated enemies too! Additionally, the graphics are heavily stylized--Lost
Kingdoms strays from the wide-eyed, anime-esque characters that have become
standards and instead portray characters as real people with real proportions.
And while there aren't a lot of characters in the game, each of the main characters
is very unique and noticeable. But as
I've already mentioned, this game's about the cards. To aid this, there is always
pictures of the 4 current cards (mapped to each respective face button) and the
next 4 cards in the queue on the combat screen. And while these pictures are incredibly
useful, the pictures appear rather blurry and it's often hard to make out what
exactly the card is. Of course there is a way to counter this--hours of memorization,
as the longer you play, the more you'll find cards that better suit your playing
style--the ones that are instantly recognizable after using the card some hundreds
of times. The environments
and towns all seems sparse. Graphically, the game never really stands out, but
at the same time, the graphics are never bad--they far exceed the bar set by other
card video games, yet they still fall below those set by other big budget, next
generation RPGs like Final Fantasy X. The diamond in the coal of graphical
ho-hum comes in the form of the cards. Once played, each card has a very unique
animation that differs from every other card. Higher level summons are a visual
treat, while weapon cards provide a fleeting, well-animated second of PAIN!
Sound: 8/10 Upon loading the game,
I was greeted with a wonderful swelling score of stringed instruments that really
caught me off guard, and while I'm rarely the kind of geek that looks for game
soundtracks, this one had me considering. Unfortunately that moment is the aural
highlight. The rest of the game features strings, but in a more subdued, ambient
manner that fills the role of combat music. As combat music, it is surprisingly
mellow, and a welcome change from the OH-MY-GOD-ANOTHER-RANDOM-BATTLE heart attack
music that every other RPG utilizes. The sound effects are done well--each card
and enemy has their own collection of sounds. Like the graphics, nothing stands
out, but nothing is terrible either. However,
the game does feature voiceovers. Usually, that statement gives me shivers at
the prospect of poorly synched, over-emoted, Engrish, but fear not. Lost Kingdoms
II voice-overs are very well done. While they're not on par with the oft-mentioned
Final Fantasy X, they fill the void nicely. I'd take Sol's voice over Tidus' any
day. Control: 7/10 There
are two controllable modes in Lost Kingdoms II--the menu screen and the
combat. Menus are navigated as per the usual standard--d-pad / analog stick, A
button combo. It's quick, easy, and intuitive. The
combat mode is where the lion's share of controlling takes place. Each of the
four face buttons activates the respective card assigned to that button. Hold
down the R-button and hit a face button to move that card to the bottom of the
deck, or hold down the Z button to enable the card's twice-as-powerful-as-normal
Z-Effect magic. The right analog stick, meanwhile, handles the camera, and the
L button is used to re-center the camera over Tara's shoulder. And the system
works exactly as advertised, with one caveat--every time Tara enters a battle,
she's almost imminently running away from the opponent, so some camera finagling
is necessary. Luckily, the camera controls fluidly, and no matter how hard I tried,
I couldn't even get it to screw up and give me the wonderful perspective of inside
a nearby wall. Overall: 7.5/10
Lost Kingdoms II is an enjoyable, fun experience for anyone looking
to satisfy their collector urges without having to plunk down hundreds of dollars
for a tangible collection. It features side-quests, multiple endings, over 200
cards to collect, and a battle system that ties all these features together in
a package that often attempts to break the molds of conventional console RPGs.
And although the game seems rather blank and tedious in some aspects and is rather
difficult for players news to the Lost Kingdoms universe, it is successful
in providing addictive gameplay and a uniquely fun experience sure to be satisfy
most RPG fans. If you're skeptical about your need to "collect 'em all,"
at least try the game as a rental--especially considering the anemic RPG options
available for the GameCube. [
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