Lost in Random PC Review: An epic adventure with few surprises

Given that it is called Lost in Random, You would expect Zoink Games’ new game to be filled with all sorts of weird things, twists and turns. Well, that’s right. And it’s not. In fact, I thought I would be more surprised. This is a strategy-combat-encounter-adventure game that is certainly fun and has a great personality, but it’s a bit too comfortable to knock with six people.

Lost in Random plays as a little girl called Even, whose sister Odd was taken away by the evil queen of Random, the kingdom you live in. You must travel from the Onecroft Abara House to the Queen of Sickstopia’s Castle to save Odd, along with a perceptual dying companion, Dycy. It’s a premise that will get you hooked right away, and I was dying to find out what happened to my poor brother.

But Lost In Random, for example, Psycho Notes 2.. It’s like an adventure with RPG hints. Explore a world called Tim Burtonville rather than random by running around, talking to fish people, and taking things out of fish people to unlock new paths. I’m surprised here and there, but it’s not as random as the name implies. As you climb the crossbars of this world, you will soon notice that each area is copying the former homework. “Find two, find three” I prefer fetch quests because these are the real gatekeepers of this lonely land.

Still, despite the repetition, can I still love the Lost in Random universe?Yes, it’s drowning in Burton’s influence, and as Alice Bee said after her Hands-on previewIf you’re not interested in the sweet and ominous atmosphere, it’s probably a little more, but boys are randomly full of personality. Everyone wobbles with long, thorny limbs, and they are either gremlins with upside-down faces or dead trees with top hats. They are all entertaining and some send you to more original and fun side quests to break the linear ride quality. For example, I exchanged complicated words with my aunt’s catfish.

However, the hierarchical world of Lost In Random blends in a bit for the whole theme. After all, there are many ways you can wear a Doc Martens and striped top. But the trip from Onecroft to Sixtopia is pretty good, full of nice cobblestone streets soaked in a moody purple light. Occasionally it also faints. There is a striking moment when you reach Threedom and see a giant mecha throwing it out in the clouds.

Combat is a lot of fun for a while, but it can be a bit of a chore later. It’s like a blend of turn-based card battles, dice rolls, and real-time slashes. Only a reliable slingshot is armed, so you need to use it to withstand the onslaught of an angry robot. Basically, it’s a spoon to give fellow Dicey an energy crystal diet. All enemies have crystal warts that can be crushed with properly placed shots. When Dicey devours these debris, it can be pulled out of 15 magic decks. card.

Each of these cards costs points to play, so a magic sword may cost one and a trio of bombs may cost three. As long as Dicey has some energy crystals on the rectangular belly, you can roll him to earn points and play your hand with the number he lands. Roll him and the time will stop. This allows you to flick options to splice juicy card combos together.

A view of the lost-in random player's deck.
Purchasing cards from Manny fills the bar to unlock even more cards. “FAHC KIN LAVELY”, he probably says after the basin.

Early on, the fighting rhythm of the game is a proper explosion. Splicing combos is thrilling, and when you poison a big hammer and use it to destroy a nasty machine and drive it into oblivion, you feel the right self-righteousness. This is especially true if you go to Mannie Dex with reg and buy a card to organize your collection. He has all kinds! Cards that play acid-spitting frogs, cards that wrap you in a bubble shield, and cards that allow your evasion to automatically pop those crystal warts.

But in the end, you’ll find that many of these cards are very overwhelming. I bought something that forms a deadly chain between Dicey and me, so anyone caught in this thread while we’re wandering will be damaged. It sounded so cool, but people, it basically didn’t really do anything. I liked trying lots of potions, bombs, and cost-cutting cards, but to pick only the more mundane cards that just finished work (giant hammers, explosive arrows, big spears, some healing). It didn’t take long to sprinkle potions and poison.

And I think it’s all related to the lost-in-random battle rhythm mentioned earlier. You should always feed Dicey before rolling and get big numbers before choosing a card. after that Go to the enemy town-at least a few times-start grate. Especially because the game later develops a habit of stagnating your progress in the same arena-style battles.

This doesn’t mean that there aren’t some great fights to take place. Most of them feature a fun board game twist. I enjoyed what was done at the bicycle race track surrounded by huge pipes. Load the same number of giant spike balls into these pipes no matter how many Dicey landed each time I gave him a roll. I had to sniper quickly from the slingshot to release them, so they avoided getting in the way of the harm and the funnel in the central crevice of the arena, watching them rattle at the enemy. Did.

I noticed that I talked about combat loads, but that’s Many Its. Even if you get a little bored towards the end, you can at least spend time with the absolute king, Dicey. He speaks in this R2-D2 windy babble, and it’s always adorable. Thankfully, they also understand these noises and sometimes have a nice chat with him about his feelings and career, or reassure him that he doesn’t think he’s a weird dice monster. ..

Lost In Random understands a lot, including Dicey being with us. But for an adventure game with such a quirky setting, it’s somehow not playful enough, and in fact not even random enough.

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