Wednesday, October 27th, 2021

Lost in Random Review (Switch eShop)

Lost in Random is the story of two sisters, Even and Odd, who live in a fantastic world of fairy tales such as woolen chess pieces and steampunk teapots. They are separated by the Queen according to the rigorous tradition of children rolling dice on their 12th birthday to determine the station for the rest of their lives. When Odd is driven away, he sets out to find her and becomes friends when she rolls a dice named Magic Dice … Dicey.

The world consists of six areas linked to the face of the dice, from the lowest, Onecroft, to Sixtopia, which represents a luxurious fantasy life with the Queen. Start with Onecroft, start to find Odd on Sixtopia, and go through Two-Town, Threedom, and so on. The gateway between realms can only be opened if the dice have enough pips and will be acquired by completing the quest. In the world as you explore. In the process of crossing the town to find and complete these quests, you will encounter battles.

This structure is by no means innovative, but it serves as a framework for draping the game. Walking around and chatting with NPCs for quests are all very familiar and rely on artwork, sound design, and writing to lift everything onto a busy job. However, the gameplay stands out during the battle. Going back to them, graphics, sounds and stories can almost always do the hard work they’re looking for.

The obvious reference point here is Tim Burton’s work, but by comparison, Lost in Random is by no means ominous. It’s a straightforward fairy tale, not destructive.The story is Alice in Wonderland meet Diceman, So while there was plenty of room for darkness, the developer Zoink became more gentle and family-friendly.

Aesthetics is similar to stop-motion animation in that it uses naturalistic, craft-like materials. Substances such as wood, leather, cloth, clay and bone can be found. It’s these naturalistic finishes that make Lost in Random pop with more powerful hardware and magical verisimilitude.The switch may be very missing Specialist Due to the influence of contemporary people, the game still looks great and doesn’t feel like a compromise. The Switch player feels left behind only when different versions are placed side by side. Pop-ins and frame drops are rare and don’t really bother you. However, be careful with handheld players. The actual downgrade occurs when the switch leaves the dock. However, it looks gorgeous on the big screen.

It also sounds gorgeous. Delicious sound design comes to life in one of the lives where Switch’s visuals may have escaped. While the dramatic orchestral soundtrack rings timpani and bells to create mystery and gravity, the material of the environment is felt through the texture of the sound. Tom and jerryAction-style punctuation in cutscenes adds to the production. Voice actors are sometimes Hamee, but always fun – unfortunately lip-sync seems to have never been tried.

But in battle, Lost in Random actually tries something else, combining real-time action, dice rolls, deck building, and sometimes board games into one seamless loop. First, Even needs to point the slingshot at the enemy’s weaknesses, remove the crystals, and Dicey needs to collect them. When the crystals are collected, the cards are flipped from the deck to your hand. If you have 5 cards, Even can roll Dicey to determine how many points you can spend. Each card consumes the number shown on its face. At this point, all enemies freeze and you can select a card to line up your next attack.

Cards grant different types of abilities or modifications that must be strategically used to defeat enemies. When the action resumes, it uses the boon from the card to return to the attack and enter another loop. Between battles, you have the chance to buy new cards and manage your deck.

There’s a huge amount of work done here, but impressively, it’s much simpler and clearer to play than I’ll explain. What you see on paper, like the Byzantine process for hitting a robot with a stick, is completely welcomed and accessible in the air, without being burdened by the complex tables and menus you might expect. to play.

However, while combat is easy to learn, it’s also a little easier to learn. The strategy never gets deeper, and addictive RNGs that draw cards and roll dice always tickle the brain, but what happens is not so important. If you’re looking for a particular card (for example, if you’re recovering when you’re low on HP), go around another loop until you’re more frustrated than dangerous.

This reveals the limits of the system created by Zoink. Further strategic depth and randomness would seem unfair. As the randomness decreases, the overall concept of the game evaporates. In that respect, it is very balanced, albeit within its own limits. But one adjustment that was certainly still on the table was the overall length of the combat encounter. Our hearts sometimes sank when the end of a long battle turned out to be another wave of enemies.


If you have an idea that no one has ever done, it’s probably a bad idea. However, Zoink managed to hit something original that actually worked in Lost in Random. Its audiovisual world-building is tremendous, well-lifting the structure and story of serviceable quests, and creative combat demonstrates its strengths and is carefully taken to the limits of its potential. However, the layers of interaction in combat promise unsustainable strategic complexity, and without the depth to maintain interest, the encounter is too long. Nonetheless, everything is beautifully packaged and Lost in Random is no more than welcome and longs for the final roll of the dice.