I'm so engrossed in my run of The Lost Child that I somehow cannot find
the time to write about it. I have to, though — if only to let my fellow FPDC
aficionados know that this game is dope, and very much worth a purchase and a
playthrough indeed. Without further ado, here's a (non-exhaustive) list of the
things TLC nailed perfectly.
The fighting system: Granted, there's not a shred of originality to be
found in TLC's fighting system — bar maybe the fact that skill
acquisition is random, which could actually be seen as a bit of a flaw. This is
typical turn-based fare, with your usual element complementaries, skillsets,
classes and the like; yet what that system lacks in originality, it makes up
for in sheer depth. To put it simply, TLC totally lets you fight it
your way. Want to bulldoze your way through by focusing on a few monsters
and molding them into war horses? You can! Want to fine-tune your strategies to
the fullest by swapping monsters on the fly and cherry-picking the perfect ones
for the fight du jour? You can too! Want to do a bit of both? Why, you can as
well! TLC comes with all the necessary tools to humour every fighting
style, from the most mindlessly brutal to the most subtly strategic.
The dungeon crawling: Let's face it, TLC's dungeons are not
exactly pretty. However, they are incredibly well-designed: they boast just the
right length to be engrossing without wearing you out, their layouts are
stimulating without being over-complicated, and they offer genuinely clever
puzzles that still remain fair and solvable without running to an FAQ. Add to
this a perfectly balanced encounter rate, neither annoyingly high nor boringly
low, and you get some pure dungeon-crawly goodness. As a matter of fact, TLC's
small yet wholesome roster of dungeons delivers one of the best first-person
crawling experience I've had since I started indulging in the genre.
The sidequests: Dungeon crawlers usually don't lend themselves well to
sidequests of the breather type, and that's kinda understandable: indeed, what
could a dungeon crawler offer in the way of diversion, apart from even more
crawling? TLC acknowledges that hurdle and tries its hardest to work
around it, by streamlining its sidequests and offering great incentives for
clearing them — and holy cow, does it succeed indeed. Not only are TLC's
sidequests short and sweet, consisting often solely in beating a boss that
kindly stands a couple of rooms away from the dungeon's entrance, but they
deliver genuinely useful rewards for a change. Those rewards are none other
than powerful special attacks to be used in battles, as well as complimentary
gameplay features that can make your life as a TLC player genuinely
better. The beauty of it all is that whilst none of these perks are truly
necessary to play the game, they still make enough of a difference to justify
hunting for them.
The overall balance: TLC manages to create a flawless and
wholesome loop between its resources and gameplay features. Fighting trash mobs
grants you loot and so-called Karma; the former can be sold for money, whilst
the latter can be used to level up captured monsters. Money can then be used to
strengthen your weapons, buff yourself up before entering dungeons or
transforming useless monsters into Karma, which can then be reinvested in
better monsters — all this to make your party stronger and allow you to fight
more efficiently, get more loot and Karma, and so on. Nothing's wasted in this
gorgeous display of self-sufficiency, and the game delivers just the
pitch-perfect amount of loot and Karma: you probably won't ever have to farm if
you manage those resources cleverly, but neither will you be swimming in them.
I just passed the 30-hour mark, and I can feel I'm heading towards the end. I'm
certainly not done at all with writing about TLC, though; and I'll see
you later with more posts about that game's sheer awesomeness. Thanks for reading, and be my
guest anytime!
No comments:
Post a Comment