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Take customisable card games (such as Magic: The Gathering), throw in some RPG
elements, exploration and a smidgeon of strategy, and what do you get? Lost Kingdoms.
The first game appeared without much herald or publicity and yet managed to be
a surprising underground success of moderate size. A sufficient enough success
for From Software to create a sequel just a year later. Has the new game retained
all the magic and charm of the original though?
The time is 200 years on from when Queen Katia quelled the unrest and brought
peace and harmony to all the kingdoms in the region. The Queen's runestone has
been passed down from generation to generation without need of being used. Until
now. The story begins with the abandonment of a young girl in an unknown village,
with only what appears to be a Runestone for company. Fast-forward to the present
time and the young girl in question has grown up and works with a band of thieves,
her name being Tara Grimstone. Her unique skills and ability to control monsters
through the use of cards is sometimes the difference between success and failure
for the group. However, there is something different about her; something special.
Something Tara herself does not know and will discover on the journey about
to be presented before her.
The kingdom of Kendarie was once a pragmatic and opulent place, but now they
have designs on taking over the whole area using an army of machines and a supply
of manufactured Runestones. Whilst lacking greatly in power compared to the
real thing, these fake Runestones are still good enough to control basic monsters
and help conquer the neighbouring regions. As Tara is about to discover, it
will be on her shoulders to keep the re-emerging threat of evil - and an old
enemy - at bay.
Fans of the original game should be able to pick up where they left off, as
most of the mechanics, controls and function screens have been carried over
into the sequel. Tara carries a deck of cards around with her at all times,
and the maximum size of the deck is 30. Within this there is free reign to choose
whichever cards owned to use for battle. There are a number of different types
of card, and all have their use at some point during the game. The two that
will see most use are the independent creatures and weapons cards. Creatures
are cast and summoned onto the battlefield where they will attack any enemy
targets until either killed or recalled, whilst weapon cards are a physical
attack by Tara herself upon an enemy.
There are also summons (large area damage spells), helpers (boost certain powers)
and, new to the sequel, the transform card. This allows Tara to possess and
use the skills of certain creatures to help navigate parts of the environment,
and complete alternative goals. Also new is that many cards have dual functions
and a choice to be made on which one to use when the card is cast into play.
Cards also come in 6 different alignments: fire, water, earth, wood, neutral
and, new to the sequel, mechanoid. Naturally, as expected, each alignment has
its strengths and weaknesses against other alignments and before tackling any
stage, the game informs you of the alignment breakdown of the enemies within.
This allows possible tailoring and tweaking of a deck to give more emphasis
on alignments that are stronger than the enemies that will be faced. Anyone
who has played a customisable card game will understand the nature of the deck
building and use, and why this aspect is almost as important as the actual combat
itself. Fortunately for new players, there is an extensive help system introduced
for the sequel that explains almost every aspect the player needs to know and
understand.
Control wise things are very much the same as before, with the stick moving
Tara around, the four face buttons (A, B, X, Y) throwing one of readied cards
and the R button triggering a discard of a particular card. Now the C stick
controls the camera around Tara with the L button used to put it directly behind
in an instant. In the first Lost Kingdoms, the L button was used for the capture
throw, which is where one of the main differences between the two games comes
into play. In Lost Kingdoms 2, Tara can only capture a monster to use for herself
by launching a special capture card at the creature, whereas before any card
could be used for the task. This makes acquiring certain monsters harder to
achieve and balances the game out slightly. It was too easy from time to time
to acquire a number of fairly powerful monsters, and this gameplay change put
the emphasis more on winning, battling and evolving the cards owned rather than
instant acquisition. One improvement also made is the discard function, any
cards not required at a particular moment in time now go to the bottom of your
deck instead of being "unusable" until the end of the level.
The other major gameplay change is the decision to make all the battles within
the game realtime, and part of the environment being explored. Previously, battles
(mostly random) were enclosed affairs within a set area, and there was no real
control over when and where they were fought. Now most of the enemies are plainly
visible and it is up to the player to decide whether to engage them or not.
Whilst it may appear that this fundamental gameplay change makes things easier
to complete, it is not necessarily true. Fewer battles means less experience
for your cards (so they can't upgrade as quickly), a smaller amount of potential
money, less rating when the level is completed, and less chance to acquire hard
to find or rare cards as bonuses. Whilst the camera system in place is adequate
for exploring the levels in general, during battle it can get a little confused
and start choosing bad angles to view the action. This wasn't a problem before
due to the confined nature of the engagement, but with the freedom of movement
involved now, it is a minor glitch.
What has been done well are the cutscenes within the game. They utilise the
graphics engine from the game itself, but actually still look better than the
general visual quality on display. Lip-synching is hit properly, and the story
itself expanded greatly over the original by the movies to allow for suspense
and plot development. Even the voices are suitable and not out of place, although
the Kendarie ruler does sound as if he is a graduate of the "Awwwfully
Good School of Acting".
In-game, LK2 looks much more graphically advanced over its predecessor, but
given the fairly low polygon visuals of the original, this wasn't going to be
a difficult task to achieve. The character model of Tara herself is highly stylised
with much attention to detail, though the skimpiness of her attire and the way
she wiggles her bum slightly when running is very much par for the course in
games today. Other creature models are also an improvement on before, and give
more of a feel of a battleground - especially when seeing them traipse about
the landscape. Skeletons bound about on their feet, hellhounds jump and dodge,
lizardmen produce their swords in a flash... there is a level of graphical flashiness
about most of the cards within the game when used.
The locations have also been given an increased level of detail and textures
are better, with[/b] occasional interaction between environment and player.
Examples being here that on some sand levels, Tara will start to sink slightly
if she stops moving, and within the ice caverns the level of traction is reduced
in certain places. Given that, the usual environments normally encountered within
a game (such as fire, ice, desert etc) are all present and correct.
The music within the game is still of a high quality, though many of the themes
and tunes are not as immediately catchy or atmospheric as the original. However,
as there is more of a calming effect in general created by the suite of music,
it becomes more of a background noise and does not impose itself on the player's
ears. Most of the sound effects have been carried over, and apart from the obvious
need to add effects for the new cards in the game, there appears to be little
difference from the first game. The speech, where used (as previously mentioned
in regard to the cutscenes) is impressive, with relatively few lines that feel
ostentatious or out of place.
Overall, as a game, there is a lot to muse over. Much as the comparison between
Burnout 1 and 2 was made, a similar line of analysis can be seen here. Although
the general play mechanics are very much similar, because of the fundamental
gameplay changes many strategies and, indeed, even the basic way that the game
is played have very much altered. Hence there is once again a feeling of a parallel
gamesplaying experience in opposition to the normal consideration that this
is meant to be a sequel.
This factor is highlighted by the example of realtime mixing of the exploring
aspect and the battling engine. In the original, when a battle was won, any
creatures left in play were returned to deck, keeping their health the same
as it was when finishing, but they were then often ready to hand immediately
to throw out when the next battle started. Now, with the removal of the separate
battle arenas, the creatures are left to explore with you and, as a consequence,
reduce their lifespan at the same time. It is then the player's choice whether
to leave them out in time for the next battle encountered, or recall them back
to deck. The only problem doing this is that the card then ends up on the bottom
and, if it is required again, the whole deck must be cycled through before it
can be put into hand.
There is certainly more to tinker with and customise this time around. The
introduction of combos, where linking two or three cards in your hand will produce
a special new effect, is a novel approach, and with many new cards to try out,
there is more bang for your money. Each stage is generally tougher overall to
complete, though with the ability to bypass certain battles, this aspect is
balanced out somewhat. With more stages to tackle, and the fact that almost
all of them have some areas that can only be explored or unlocked later on from
obtaining certain cards or completing certain tasks, the main game will last
a few more hours than the first adventure. But it still doesn't quite feel long
enough. As much time is generally taken with overall deck improvements, obtaining
the entire catalogue of cards and producing a tournament worth battle deck to
compete against another human player. Whilst that part is just as rewarding
for the target audience of this game, it isn't so much for the general gamesplayer.
In essence, if you loved the first game, then this is a definite purchase.
If not, then there is probably not much to convince otherwise.
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