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Lost in Random: The Eternal Die - A leap into roguelike, Review (PC)
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Lost in Random: The Eternal Die - A leap into roguelike, Review (PC)

 

Lost in Random: The Eternal Die is the classic example of sequel that changes skin to survive. Or, at least, to try not to end up in the forgotten. Four years after the first, appreciated chapter, Stormteller Games makes us return to the bizarre, Gothic and cartoon universe inspired by Tim Burton, but with a different face and a new queen: Aleksandra, secondary figure of the past that now takes the scene with a revenge to perform and a black dice to escape from. Yet, something of the original charm went lost along the way.

 

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Back in Random

 

Lost in Random: The Eternal Die abandons the adventure structure with RPG touches of its predecessor for to embrace with conviction the genus roguelike. No more linear advancement, no more cadenced narrative: here you die, you start again, you strengthen, you feel. And you fight. A courageous choice, however, risking to alienate those fans who had fallen in love with the dark fairy tale of Even and Odd.

As Queen Aleksandra, imprisoned in the Black Dado after her powers have corrupted the entire kingdom of Random, the player faces isometric races between Gothic biomes, disturbing enemies and relics to collect. All in search of redemption, or perhaps only revenge. In theory, there is a good dose of dramatic potential: Aleksandra lost her sister, broke a world, and now faces the ghosts of her past. In practice, however, the story remains in the backgroundAn elegant but neglected pretext.

 

 

Visually, The Eternal Die is still a jewel of style. The biomes are four, each with a distinct Gothic identity, between decadent castles, animated cemeteries and factories of dreams shattered. Burtonian influence is always present, but less dominant: the direction now seems to seek a balance between weird and dark, perhaps to better adapt to the structure of roguelike. Still remains a joy for the eyes, with bizarre creatures and you find visuals that surprise even after hours of play.

 

Two souls, a nut

 

The Eternal Die Button Heart combat. And here we have to say that the Swedish firm has centered. Each run is scanned by quick, responsive, satisfying clashes. Aleksandra starts with a sword but can soon unlock hammer, spear, arch: classic weapons, of course, but each with its own rhythm and weight. The slow and heavy hammer has a different taste than the agility of the spear, and being able to build a custom build with upgrades between one run and the other is one of the best managed spikes.

 

 

To share everything, there are the relics: passive bonuses to be framed on a bridge that closely resembles a mini-game table. If you manage to collect three of the same color, you get a 50% boost to the relative statistics. The idea is smart, because it pushes the player to reflect not only on what to equip, but on how to do it. Nothing revolutionary, but all well integrated in the progression system.

The loop is solid and fun. Each run lasts the right, every death does not weigh too much thanks to permanent improvements and the tangible sense of growth. The NPCs that meet along the way return to the base, a sanctuary that acts as a hub: one strengthens weapons, another slowly recovers the powers of the queen, a third allows to change outfits. Yeah, there's a dress-up. The development team knows the psychology of the roguelike player well, and knows how to keep the meaning of saying “just another run and then stop”.

 

 

Yet, something creaks.

Actually, it's missing. The narrative.

The first Lost in Random was a dark fairy tale that told about growth, destiny, sisterhood. We followed Even on a physical and emotional journey, in a world where each area reflected a different aspect of the power of the case. Writing was not always perfect, but the soul was there. Here, instead, you feel the lack of that narrative thrust. Aleksandra is a potentially interesting character, but too often left to sketched monologues or fleeting comparisons. The characters he meets do not really leave the mark, and moral dilemmas remain mentioned.

It is a priority balancing issue. The game consciously decides to put the gameplay in the center, and succeeds. But then why bring back to life the universe of Lost in Random, so strongly based on atmosphere and narrative, if then that part is sacrificed on the altar of mechanics? A new world, a new IP, might have made everything more consistent. So, instead, you have the feeling that part of the original legacy has been misunderstood or forgotten.

 

 

In conclusion

 

Let's understand: it's not that The Eternal Die is not a good game. It is, and at times it is also great. The fight loop works, the level design is solid, the aesthetic fascinates. But those who come here hoping for a spiritual and narrative follow-up of the first episode may be disappointed. It is a net change, conscious and well realized, but that inevitably leads behind a sense of loss. Ironic, for a game set in a realm that has made law. Ultimately, Lost in Random: The Eternal Die is a creature other than his predecessor. leaner, more agile, more lethal. Less touching, less deep, less memorable on the emotional plane. If you look for a roguelike with a satisfying fight, a curated artistic direction and enough surprises to keep you glued for tens of hours, it is a recommended purchase. If you wanted to go back to a strange and melancholic fairy tale, maybe this nut is not worth throwing.

 

7.5/10
Overall score
Graphics
7.0/10
Gameplay
7.5/10
Optimization
8.0/10
Review sourceProvided by the publisher

Average: 7.5/10 based on 3 ratings

About the Author

War

Biography

- Staff di KotaWorld.it
Lorenzo "WaR" Agonigi was born in the now too distant 1995 and already three years later, in 1998, he began his gaming career, with a flaming Nintendo 64. I have to be honest, I wasn't a pro gamer right from the start, so much so that my first experiences more than as a gamer were as a spectator: while my parents, in turn, played, I enjoyed watching them (hey, I invented Twitch ten years in advance!!).

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