Lost in Random Review: A Soulslike in a Charming Disguise

Even dicey dice to start the fight.

Lost in Random Review: Don't let the adorable exterior of this Soulslike fool you

"Lost in Random is like a living storybook, but that's not enough to get it through its struggles."

advantages

  • Fine art and animation

  • Great characters

  • Interesting central secret

  • Occasionally satisfying fight

disadvantage

  • Frustrating struggle

  • Too much dialogue

  • Lots of bugs

It's late, it's dark and I'm lost. I run through the streets of Threedom chasing a ghost I'm not even sure it's real. Strange, twisted creatures call out to me along the way, promoting their wares and warning me not to wander too far. I shut her out as I run, determined to save my sister – and maybe end Threedom's eternal civil war while I'm at it. The whole time a monster is whispering in my ear, reminding me that I only have until sunset or that my search will be in vain.

This is the world of Lost in Random, the latest project from the Swedish studio Zoink Games. Released by Thunderful Games as part of the EA Originals program, Lost in Random is an indie action-adventure game with a distinctive Tim Burton-like aesthetic. In the world of random, the fortunes of the citizens are decided by throwing a six-sided die. A mad queen rules the six kingdoms of the world, each with a unique number as its theme. When children turn 12, the queen rolls the die and the number she lands on determines which kingdom they are sent to. The main character Even was born to the inhabitants of Onecroft, the lowest and most unfortunate kingdom. When Even's beloved sister Odd rolls a six on her birthday and is taken to the Queen's palace, Even sets out to find her. On the way she meets Dicey, a sentient cube with a surprising amount of power. Armed with Dicey and a deck of cards, Even sets out to save Odd.

Lost in Random is a lush, beautiful adventure through an interesting world full of unique characters. At the same time, it's also a tough action game with relatively limited resources and a strong focus on evasion mechanics. The more I played, the more I felt like this wasn't your average action-adventure game – instead, it's actually soulslike in disguise, or a game that takes its fighting cues from the infamous Dark Souls series. Unfortunately, this reveal came with all of the frustration Soulslikes bring with it.

Places to go, meet people

The best thing about Lost in Random is its world. Every setting is a feast for the eyes, from the strange teapot-shaped buildings of Onecroft to the majestic pink sunset of Threedom. Each area has its share of strange, disturbing characters, many of which have a story to tell. Playing the game really made me feel like I was back in my childhood. Many of the designs are based on creatures that rumble at night, the monsters under your bed that your picture books have warned you about.

The central search is so mysterious and interesting that it kept bothering me. Combined with strong voice acting and narration, the overall package is just creepy and adorable enough that I was always curious to see what I would discover in each new kingdom. I especially liked the short sections with Odd which are creative and gorgeous in the best possible way.

As fun as it is to hear the story of each random resident, the dialogues get a little boring at times. Many of the characters are extremely lengthy and speak exceptionally slowly. After a while I found myself struggling through the dialogues, desperate to just get to the point. I also found a couple of audio bugs that resulted in dialogs being skipped or not playing.

The whole package is just creepy and adorable enough that I was always curious to see what I would discover in each new kingdom.

Even so, the game's writing style is strong and each character feels unique. There are more dialogue options than you'd expect, though they're more about taste and color than about real decisions. Even often, she has a variety of snappy responses available, and I enjoyed hearing the characters' responses to their derogatory comments.

Even and Dicey walk across a bridge.

The only downside to the environments is the difficulty of traversing them. Every street looks similar after a while and the game's map is mostly useless. (It urgently needs a "You are here" token.) The angular nature of battle arenas resulted in my getting stuck on walls quite often in fights, making it impossible for me to dodge enemy attacks. The camera often gets caught behind walls and structures in these arenas too, especially if you throw Dicey near a wall.

Random rules

Lost in Randoms linear exploration and conversation simulator segments are broken up by arena-style battles. After even leaving Onecroft and meeting Dicey, she often finds herself in small, vaguely circular areas with a group of enemies that she must fight. In any battle, the battle begins with a relative impotence: even dodging enemy attacks and using their slingshot to remove crystals from the bodies of enemies. Once she has collected enough crystals, she can throw Dicey to roll a number and stop the flow of time. The number determines which cards from her hand she can use. Each card is assigned a number and an effect, such as making a potion that heals even or takes the form of a sword so that it can defend itself. After making your selection, you can manually restart the time and fight back.

Even attack an enemy.

The whole process feels clunky (especially at the beginning when Dicey can only roll one or two, which limits resources), but it's definitely unique. Even if you have the opportunity to fight back, the game focuses more on precise dodging and mobility than a sense of power. Even's sprint doesn't go very far, but jumping right in front of an enemy attacking grants an extra thrust that propels them further and allows players to turn around and strike while an enemy has their backs on their backs. Timing it right is extremely satisfying, and the game rewards players for luring enemies into other enemies' attacks as they can and will harm each other if they try to reach Even.

Like the dialogues, many of the battles just go on for way too long, which makes it frustrating as you near the end and get knocked out by an enemy spear for dodging the wrong way.

I wish there was a greater variety of cards – I've been using the same ones over and over, and the game's card vendor usually just gives players the option to buy more of what they have. There is also a lack of hostile diversity; By halfway through the game I had only seen four different guys. There are a handful of board game style fights that shake up the combat environments a bit, but they don't add anything particularly interesting to the game.

The arenas themselves can be frustrating. Most of them are circular, which makes it easier to drag enemies around and give room to dodge, but they're still angular enough that I often crashed into walls and other objects and got trapped. The difficulty level increases pretty quickly and the sheer number of enemies in some arenas can make battles a slow blow.

Like the dialogues, many of the battles just go on for way too long, which makes it frustrating as you near the end and get knocked out by an enemy spear for dodging the wrong way. That's the nature of a soul-like.

Choose your poison

Aside from design issues, I've encountered a surprising number of bugs during my time playing the game. Aside from the audio issues mentioned above, every time I started the game, I kept getting “Controller not found” message. I was playing on the pc so it was a strange message to get. I also encountered a breakthrough bug and crash that required me to restart the game to continue. Lost in random autosaves, so it wasn't too big a deal either way, but experiences like this drive the frustration factor higher than it should be. The game will receive a day-one patch at launch that will hopefully fix some of these more egregious issues.

Even goes over another bridge in Onecroft.

Although my review key was for the PC, I would undeniably recommend playing the game with a controller or on a console. There are some very weird default key bindings, and the game felt both too tricky and clunky with the mouse and keyboard. Soulslikes are traditionally best played with a controller, and this game definitely belongs to this group.

Our opinion

Lost in Random is like a living storybook, but that's not enough to carry it through its struggles. I said to myself, I wish a lot: I wish there was more variety of opponents and cards. I wish there weren't that many mistakes. I wish the dialogue wasn't so lengthy. The game has so much promise and succeeds in many things it imagines, but its shortcomings are too numerous and too great to prevent a six.

How long it will take?

The main story itself lasts around 20 hours, although there are plenty of side quests for dedicated players. There are a few collectibles to be found too, so completeers will have a reason to extend their gaming session. The story is linear and unique, so there's no need to replay it.

Is there an alternative?

Players looking for even more hardcore experience should check out the Dark Souls and Bloodborne franchises for a cleaner, more straightforward version of this fighting style. Although it's pretty old at this point, the hack-and-slash game Alice: Madness Returns has a similar visual aesthetic that feels "more grown-up" than Lost in Random.

Should you buy it?

Yes – if you're a gamer who loves storybook-style adventures and conversational games, then you should check out Lost in Random. (For those who just want to see the story, the game's difficulty level can be reduced.) It's also worth a look for players looking to dip their toes in Soulslike games. Everyone else can probably skip it.

Lost in Random is available now for PC, Nintendo Switch, PlayStation 4, PS5, Xbox One and Series X / S.

Editor's recommendations



Afterparty Review: A Charming Game Of No Consequence

Afterparty bartender

Afterparty Review: A charming game with no consequence

“Playing afterparty feels like a bad evening with friends. Things weren't going as expected, but it's still fun. "

  • Funny, credible dialogue

  • Charming characters

  • Tedious gameplay

  • No consequences for actions

  • Unsatisfactory conclusion

It has been suggested that all the fun people go to hell. This is the kind of damnation that afterparty offers. You play Lola and Milo as friends and you are on a mission to find a way out of a version of hell that is more party than punishment. It is a fascinating concept that unfortunately gets stuck due to lengthy gameplay.

Afterparty does some things well. I wanted to root for this game. It's funny, the speech is excellent, and the characters speak like real people – a rarity for many games, especially for those who take themselves seriously. Playing afterparty feels like a bad evening with friends. Things weren't going as expected, but it's still fun.

There were moments that grabbed me. Milo and Lola are assigned a personal demon, Sister Mary Wormhorn, who unexpectedly torments the duo. The anthropomorphized personal demon is a fun idea and is played excellently. She addresses both family issues, but Milo and Lola are ready to give as best as they can.

Milo points out that his father wasn't perfect – but he wasn't a monster either. Like many parents, he cared and tried and still failed most of the time. Lola, who often hits her head with her sisters, is ready to admit that she thinks her sisters are stupid. Even so, she still cares about her. You are a family. This real, level approach to each character's backstory avoids the overly dramatic stereotypes that video games often use when trying to portray family problems.

Playing afterparty feels like a bad evening with friends. Things weren't going as expected, but it's still fun.

And of course the afterparty, which represents life after death, will soon dissolve. Satan is not the prince of darkness or the prince of the party, he portrays. He reminds me of the guy who goes to college parties years after graduating, not the ruler of hell. As the game progresses and the night goes on, demons collapse, pee on the streets and leave the bars empty. It's funny, but also a little sad.

Yes, the game has its moments. Unfortunately, afterparty never binds them all together. I need more than a few moments to take care of Milo and Lola. And while I admire the unexpected twist for Satan – and the concept of "hell as a big party" – I wondered why this subplot took over the game's story.

Nothing matters when you're dead

I spent a lot of this game wondering if Milo and Lola would make it out of hell or if afterparty would outsmart me in the end, laughing, as Satan explained, of course there is no way out. I anticipated the pitfalls of the plot that the game could put in my way when Afterparty sent me from one place to another and followed very obvious directions on what to do. Again and again everything worked out for Milo and Lola – even if it seemed as if it shouldn't be.

Then I realized that nothing is important in this game.

Screenshot of the afterparty barNight school studio

Afterparty throws in some mini-games, yes, but they are simple distractions, not real games with real consequences. At a crucial moment, I blown out my lead against my demon opponent in one of the game's challenges. She seemed to feel sorry for me. "That's it," I thought. "I'll try again and I know I can beat her this time."

That's how most games work. You try, you fail, you try again until you stop failing or you can't move on. Not so at the after party. It's ironic because hell seems like the perfect place to face the consequences. Instead, the game kept me going as if I had won.

Then I realized that nothing is important in this game.

Afterparty is less of a game than an interactive story. It's a good interactive story, but not a game that offers a challenge. Without feeling a real test or obstacle, or needing to use the mental strength to figure out the way forward, I just went through the movements.

Other narrative titles like Life is Strange or Detroit: Become Human are also not difficult, but they have a sense of consistency that the afterparty lacks. In these games, the way you overcome obstacles has an obvious impact. You will always see a result, but some are better than others. Entire drawing sheets can change due to your decisions.

I never felt that way with Milo and Lola. They felt like recycled characters with an inevitable ending. They are best friends who are not interested in the parties and the social policy of popularity. He is shy. She has sperm. They have problems, but in the end they will find a way to live with their problems, even if they cannot solve them completely. This is a familiar story and since the way I play the game has no effect, it falls apart.

Afterparty is full of chores that feel like homework to tick off a list. You are not a challenge. They are just things to be done to do them. It's something the game's lampshades make fun of, and the jokes are good. However, this is not enough to forgive original sin, to take up tedious tasks in the first place.

Our opinion

Afterparty has a solid script and excellent speech, but it's not an exciting narrative adventure. Like an evening with too many drinks, it is easy to go in with the expectation of fun and regret how you spent your time.

Is there a better alternative?

For story based games yes. Depending on what you're looking for, there are many. Life is strange and its new sequel is the best alternative. You can find more options in the Quantic Dream catalog for Detroit: Become human, heavy rain or Beyond Two Souls. This is especially true if you want to feel the impact of your decisions.

How long it will take?

Afterparty is short. It takes about eight to ten hours, depending on what decisions you make and how interested you are in exploring hell.

Should you buy it

If a slightly grumpy, playable version of The Good Place sounds like a good way to spend a day or two, that's for sure. Afterparty costs only $ 20. So if you are a fan of indie games that are more story than game, this may be the one for you. It is also available on the Xbox Game Pass.

Nevertheless, consider skipping this. There is nothing spectacular that makes this title a must, even if it has a lot of charm.

Editor's recommendations