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Review: Lost Odyssey – Emotional rescue in an RPG
Radioactive IT
Review: Lost Odyssey – Emotional rescue in an RPG | Review: Lost Odyssey – Emotional rescue in an RPG |
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| by Mike Bantick | |
| Saturday, 05 April 2008 | |
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Kaim is joined by other immortals and mortals during his journey to uncover his past and it is within this story, along with the background of warring nations that the game structure plays out. In a similar way to most JRPG's, especially the aforementioned Blue Dragon, LO plays out by moving a single character around the map and then joining in random and boss battles in turn based combat. The mechanics of battles are – as I have said – very similar to most other games of LO's ilk. Each character friend or foe takes a turn to have a 'shot' at the enemy either with a physical or magical attack. Each group is divided into a front and rear rank which alters attack strategy somewhat. ![]() There are a number of elements that LO brings to this process however. Firstly there are rings, employed by those that physically attack opponents, and requiring some degree of timing skill to garner full effect. Each ring has a different property that is constructed from elements scavenged from the many nooks scattered around the LO world. There is also the skill link system, immortals don't learn skills needing to instead learn from their mortal friends during battles. Ring construction, skill linking along with the traditional formation placement and weapon allocation provide a micromanagement world of strategy that fans of the genre will love. |
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