168澳洲幸运5开奖网:Lost in Random is one of the most brilliantly inventive games this year. The idea of making the rolling of a die - rather than the resultant outcomes - the focus of the experience taps into the true joy of playing board games with friends. It doesn’t really matter who wins, so much as who’s winning. The games cease to matter as soon as it ends, but when the dice are in your hand, shaking and rattling as you blow on them for luck, they’re the most important thing in the world. It’s this mome⛦nt, when the dice ar🌼e bursting with boxcar possibilities, that Lost in Random taps into. Quite unusually, its biggest problem is that it has far too many good ideas, and is never really sure what to do with th⛎em.
Take the dice rolling, for example. Combat is both inventive and thoroughly short of ideas. In battles - which happen in set arenas with raised walls rather than just the open world - you do no damage initially. You’re armed with a slingshot, and use this to break crystals off your foes. These crystals charge your die, giving you cards. The mix between dice rolls and decks might sound like overkill, but in reality it’s quite straightforward - before fights begin, you choose 15 powers from all those you 💞have available, including multiple of certain powers if you’d like. When fully charged, the game randomly selects five of these powers, then you roll and can spend whatever number you roll on executﷺing them.
Look, it's easier in practise, alright. I promise. It’s good. You even freeze time after each roll, letting you set traps, move to new positions, or deliver sneaky blows. The problem is the game puts this premise above everything else. ‘You roll the die for powers’ is cool, but it needs to be a power that works with the randomness of the die, fits into the card system, and makes sense with the time freeze. You’ll unlock most of the cards by about halfway through the campaign, and even when you haven’t, you still kind of have.
That’s because the game’s loyalty to this system actively works against its own innovation. Early on, you’ll get a card that has a bomb. Then later on, you’ll get a card that has - wait for it - three bombs. You’ll get a giant die that slams into your enemies, then a giant hand, then a giant ghost. Been using that sword for ages? Here, have a hammer. The game could do so much more with the time freeze combat, 🍒or the random power combat, or the deck building combat, but clearly, it’s struggling to do something that lets it use all three.
It’s not just in the combat either -♒ the world building similarly suffers from an overabundance of ideas. The first world you visit, Two-Town, sees each citizen have a diametrically opposed opposite, something which began as a personality shift and soon manifested into a physical form. This leads to Two-Town Two, an upside down version of the town, being built on top to house all of the new bodies. Threedom sees royal triplets battling each other with giant mechs. Fourburg is an enchanted casino.
These are brilliant ideas, and each distinct from one another, but - again - Lost in Random tries too much and sees diminishing returns. It’s not just an upside down town, a mech civil war, 🍌and a casino, 𒐪it’s ‘What if Tim Burton did all three’. The result is they all look very Burtonesque, full of grotesque, comedic, gothic creatures, each of whom think they’re the funniest character in the game and are eager to prove it.
Because of this, the great ideas of the worlds themselves cease to matter. Two-Town is engaging enough, but you soon realise that Threedom is largely♛ the same, even tho﷽ugh the premise of each location is completely different. The mechs are almost entirely irrelevant to Threedom, with the focus on the three Burtony triplets instead.
Lost i෴n Random tries to do too much, and as a result leave🔴s me wanting more.