Lost Kingdoms II

  • by Fennec Fox
  • May 13, 2003 00:00 AM PST

What would Yu-Gi-Oh be like if Yugi dropped the board-game malarkey and started tossing cards at nearby fang-ridden monsters?

From Software is a very odd developer�every game it makes seems to fall into that weird little �almost perfect, but not quite� category. Lost Kingdoms II (sequel to one of the GameCube�s best-kept secrets) naturally lacks the novelty of the original, but it succeeds in correcting nearly all of its faults...even if it creates a few more in the process.

Trading Cards and Pixie Dust
The lovely Tara, heroine of Lost Kingdoms II and a lady who makes shawls look like fashion accessories, has a very singular ability: Though powerless herself, she can summon monsters and attacks with the 30-card deck she carries into each area. Cards are found in treasure chests or earned Pok�mon-style by capturing monsters; these cards can be upgraded or copied with experience points earned on the battlefield.

As before, LKII�s visuals have a pleasing sereneness, and the controls are perfectly suited for the GameCube pad. The main difference lies in the game system: There aren�t any random battles, and you can see (and avoid) the enemies lurking about each stage�a great help in dire situations. The camera�s easier to control, and you can revisit old stages, which is wonderful for raising your deck.

The Weirdest Tarot Session Ever
If you didn�t like the first Lost Kingdoms, prepare to continue disliking the sequel: The camera still requires undue amounts of babysitting as it easily distracts you in close-quarter battles, and the challenge level makes upping Tara�s HP a mid-game must. If you can accept the flaws, though, Lost Kingdoms II is a short but sweet RPG experiment that�s every bit the cute change of pace that the original was. Just don�t expect a full-fledged Japanese RPG�Skies of Arcadia is still the clear winner for �Cube owners there.

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