![]() ![]() While I had a few gripes with the game, my overall experience with Lost in Random was one of joy, excitement, wonder, and, of course, randomness. I didn’t know what to expect when traveling from Two Town to Threedom, or even from one roll of Dicey to the next, and this randomness is what made Zoink’s game really stand out. Lost in Random is different - after all, random is in the title. Most first-person shooters have the same control schemes, every third-person adventure game has similar parkour and climbing mechanics, Bioware will always include steamy romances. Combat encounters end up appearing a bit too often, slowing down the pacing of the otherwise excellent story and dialogue sequences that make Lost in Random truly shine.With most games, we know what to expect from them. It feels great for the first few battles, especially when you’re playing with interesting card combinations like Blacksmith’s Blink and Crystal Curse – the former giving you the ability to deal damage when you dodge roll your way through enemies, which causes crystals to break off of them, and the latter giving you the ability to deal damage each time you break those very same crystals – but the novelty does eventually wear off. Regardless, each of these enemy types are pretty slow and predictable, and it’s easy to use any damage-dealing card to beat them down without thinking too hard. ![]() ![]() The other issue is that, on the default difficulty mode, each foe is packed with a lot of hit points, and a single battle might still take about 20 minutes or longer – simply because of how many of them will spawn before you’re finished. The first issue is that you’re never prompted to select a difficulty level unless you go digging into the menus after already having spent some time playing. The real-time part of combat kicks in when you spawn a weapon and button-mash your foes to death or until your weapon breaks.Īll of this “cards” business would shuffle Lost in Random’s real-time combat around and make it more appealing than the average button-masher if the enemy’s AI wasn’t so easy to outsmart with such minimal effort. Don’t worry if this sounds too weird, because most of the cards you can equip in your deck include the usual mix of swords, healing potions, and bombs. The part that makes this interesting is the fact that each card in your hand is randomly pulled from your much larger deck – which lets you store up to 15 cards at a time, including duplicates if you want a few cards to show up more regularly than others – and you have no way of predicting which cards will appear when you roll your dice. This is just one of many ways that Random feels lived-in and richly detailed. You hear snippets about this terrifying monster that stalks the shadows and snatches lost children who wander too far from home, but when you finally meet him he’s frustrated that the war is too distracting and no one’s paying attention to him. The other, equally otherworldly characters of the world react to them in weird and unexpected ways that keep you guessing.įor instance, you’re constantly told about Lost in Random’s appropriately named and visually terrifying Shadowman. #Lost in random physical release series#Meanwhile, Threedom and its people are trapped in a perpetual state of war over a series of petty squabbles between the three outlandish Triplets. It makes Two-Town feel that much more immense, and you can tease apart as much or as little of the zone’s background story as you’d like through side quests, or by speaking to the many interesting NPCs hanging around town before moving on. This has resulted in the construction of a separate Two-Town, called the Upside-Downtown, which completely obscures the town’s skyline, kinda like that one scene out of Inception. ![]() For example, Two-Town’s denizens feature two directly opposite personalities that can shift each time the Queen rolls her dice. ![]()
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