![]() Reviewed: June 27, 2002 Reviewed by: Aaron Daigle Publisher Activision Developer From Software Released: May 28, 2002 Genre: RPG Players: 2 ESRB: Teen
66 6 6 6.0 Supported Features |
![]() Lost Kingdoms, developed by From Software, has the distinction of being the first RPG released for the Nintendo Gamecube. Released in April in Japan, the game was originally titled Rune. Now that it has arrived on US shores every one can get a taste of the first Gamecube RPG. The story goes like this. For hundreds of years the five kingdoms have existed in near total isolation and alliances between the kingdoms are forbidden by ancient covenant. Suddenly a small forest vanishes, replaced by a mass of dark fog that soon engulfs a nearby town. Fearing for the survival of their land, the Kings cast aside the covenant of old and convene in a council of war to try and devise a method of dispelling the dark mist that is rapidly consuming the land. Unable to come up with a working plan the leaders flee back to their domains, and it isn’t long before the darkness is at the doors of King Feobane of Alanjeh. Determined to find the source of the black fog Feobane sets out with a contingent of the royal guard and vanishes into the fog. Katia, the game’s protagonist, and Feobane’s heir is left in charge of the castle. When it is finally overrun by demons spawned by the fog she flees taking a treasure called the Runestone with her. Lost Kingdom offers these unique features:
![]() Lost Kingdoms is set in a world made up of about two dozen levels or areas that need to be explored. Each Level has a main objective such as “reach the other side of the bridge” or “decontaminate the wells” that needs to be completed. Once the task is completed the level ends automatically, this makes it necessary to do all exploration before completing the level objectives because once the area is cleared there is no going back. While the game, for the most part, is completely linear, there are a few side-quests that can be accessed by talking to Gurd at the apothecary. Speaking of the apothecary, it is one of several sources for new cards in the game. While inside, Katia can buy, sell, copy, and transform cards to enhance her decks. Another way to gain new cards is to search the levels. Cards can often be found in or under objects and in the treasure chests strewn across the land. The last way to acquire cards is by using the “Capture Throw.” In battle, target an enemy and use the “Capture Throw” command to throw a card at it. If the correct card is thrown at the correct moment, Katia will be rewarded with the enemy’s card. While difficult to execute, this is a good method to employ when it comes to collecting some of the rarer cards in the game.
At the beginning of a battle four random cards from the deck of up to thirty are placed in Katia’s hand. They fall into four categories: Summon, Attack, Independent and Trap. The Summon cards work like the summon spells in Final Fantasy, in that they call forth beings who appear on screen briefly to dish out a good chunk of damage while the Attack cards cause quick, close range damage to your foes. The Independent cards are the battle system’s main hang-up. When cast, they call up a creature that will move about the screen of its own will attacking any enemies it encounters. Nice idea; too bad the intelligence of these creatures rivals that of boiled cabbage. They frequently run in the wrong direction and find themselves separated from the battle by various obstacles, and due to the game’s crummy collision detection, often get stuck and killed before the battle ends. The Trap cards can be laid down between Katia and the enemy, and when the villains step within range the Trap creature becomes active, dishing out a fair amount of damage then vanishing. As in most RPGs, the magic (or cards) all hail from one of five different alignments: fire, water, earth, wood and neutral. Fire works well against wood, water kills fire, simple stuff. When choosing which card to play it’s always a good idea to pay attention to the alignment of the opponent. Lost Kingdoms doesn’t have much of a story. In fact, to call the narrative minimal would be an exaggeration. With care, it’s possible to avoid the story entirely with the exception of four or five occasions. Lost Kingdoms features visuals that are nothing to write home about. It was so nice of the designer to pull a “Silent Hill” and provide a reason for the fog that enshrouds the levels. The character models are all fairly low poly and most of the monsters look unfinished and messy. Most of the textures in the environments and characters are low-res muddy affairs. Often with RPGs the developers have to sacrifice eye candy for gameplay, but in this case where the gameplay isn’t all that engaging, there really is no excuse for the sub-par visuals. The music in Lost Kingdoms is acceptable for the genre if not exactly ground breaking. There is only one battle tune and it’s not bad, but after the umpteenth random battle in ten minutes it can get old. Without question, the weakest links in the audio department are the game’s sound effects. The hacks, slashes and impacts are lacking in punch and the sounds of battle sound tame. The game supports Dolby surround, but you will be hard pressed to hear any spatial surround effects. Lost Kingdoms isn’t all that long; figure 9-11 hours the first time through, and there is really nothing to warrant tackling it again. Surprisingly enough, Lost Kingdoms does contain one multi-player mode; a head to head card battle pitting two players and their card collections against one another. While head-to-head does have the same problems as the battles in the main game, it adds a human opponent and allows the players to bet cards on the outcome of the battle. It’s not much but it should extend the life of the game to some degree. The multi-player mode does add a little value, but only the hardcore fans will stick with it for very long. Beating the game within a 3 or 5 day rental is definitely feasible, and once beaten there’s little reason to purchase this title. When playing Lost Kingdoms one keeps waiting for this game to get good, and while it’s not horrible for a first RPG on the GameCube (Quest 64 anyone?), it’s not all that good either. The lack of story would hurt any RPG and with Lost Kingdoms it’s just one of several inadequacies. For anyone itching for a role-playing experience on their Cube, Lost Kingdoms would definitely make a good rental. For those looking for a truly fulfilling experience though, it may be best to wait for some of the forth coming games like Kameo or Legend of Zelda.
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