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Lost Magic Review

DS Review by Simon Parkin

4 May, 2006

Guitar Hero has a spangly guitar, Dancing Stage a blinking dancefloor and Gran Turismo a steering wheel that, when you push it, pushes you back. Samba De Amigo has tequila-fragranced maracas [sniff... Lies! - Ed], Maestromusic an erect conductor's baton and Steel Battalion a huge cock-off robot dashboard. These are all videogames that have seen their manufacturers carefully pipe plastic into (mostly) recognisable real world shapes: an effort to normalise that most alienating abstract interface - the videogame controller.

The DS's stylus is already a real-world interface. Anyone that has held a pen or chalked a board or drawn pictures in the sand with their finger already understands how it works. And so, the leap of imagination Lost Magic requires you to make - that your stylus is a magic wand with which arcane symbols must be traced to unleash magnificent physics-bending spells - is pleasingly unnoticeable. Indeed, it's such an obvious move, and one sure to be replicated on the wand-like Wii controller in one form or another, that you wonder why so many Potter tie-ins have failed to make use of it.

At least, that's what you wonder while tearing the wrapping off the box. In-game it becomes increasingly clear that this is a tricky gimmick to make good.

We've seen some of the theory outworked in Castlevania's DS title, Dawn of Sorrow. Here players are required to draw magical symbols in order to trigger whichever finishing move is required to end a boss fight. Lost Magic takes that tiny, faintly irritating gameplay element and attempts to spin a whole game out of it. You take control of Isaac, a young orphan boy wizard apprentice, as he searches for his dead father - the Bishop of the White Night (aka Russell) - and tries to evade the clutches of the equally ridiculously named Diva of Twilight.

'Lost Magic' Screenshot piff

Piff Paff Poof.

Conversations and plot interactions all take place via text boxes and character portraits as you move from set location to set location on the overworld map a la Fire Emblem. There are no towns to explore or X-on-everything fields to traverse. The plot is silly and childish with stupid characters and awkwardly translated characterisation and dialogue; it's perfectly clear that this sphere of the game plays a lazy second fiddle to the star of the show: magic battling.

Combat is a straightforward mash-up of Real-Time Strategy cloaked in RPG menus. The stylus is used to select Isaac or one of his captured support monsters and, by clicking on any location in the battlefield, you send them toddling off from A to B. Unfortunately the AI has been viciously lobotomised with a rusty teaspoon so your characters won't path find their way around even the most inconsequential of objects meaning you'll actually be tapping out A to C to D to E to F to G to B to get across even the simplest of maps.

Holding down the L trigger pulls up a tablet onto which you can trace one of a catalogue of symbols that will trigger the corresponding spell. While on this screen the action continues to outplay around you lending a certain level of urgency to your fingered incantation. Should you mis-draw the spell symbol your spell will fail and you'll have to start again losing valuable seconds on the battlefield. Brilliantly, the more accurately you draw your spell the more damage it deals so the emphasis is on efficiency and accuracy with your drawing. There are six categories of magic in the game, which can, as usual, be divided up into three pairs that are particularly effective against each other. Using the correct type of spells on the correct type of enemy (e.g. ice against fire, etc, yawn) is paramount to success.

This all sounds great but hereafter the problems tumble over themselves for attention. There are no physical attacks available to Isaac and so, should your Magic Point gauge run dry, as it inevitably will quickly, you'll have to run around for a while to refill it. If this happens in the middle of a direct skirmish between your team and some enemies you are completely defenceless - especially as enemies are really bloody fast, so there's no point in retreating, as they'll just follow right behind you hacking away at your exposed back. As a result the game quickly becomes less about actual skill or strategy or even responding to real time situations and more a drawn out, boring war of attrition. Fire off offensive and healing spells, wait for MP gauge to refill and repeat. If your team is stronger and more appropriately allied to whichever element is most efficient for those enemies then you'll probably win; if not you probably won't: stat wars.

'Lost Magic' Screenshot shaz

Shazam!

Pleasingly you can capture severely weakened monsters with a trap spell and incorporate them into your team (the number that you're allowed to take into battle increasing with your level). This lends the game a Pokemon dynamic - as you'll want to capture each new type of monster you encounter and turn them against their allies in the next fight. As an afterthought you can equip an item across your whole set of team mates to increase certain stats or lend status benefits. New items are littered in chests on the battlefields and so you can divide up your team mid fight and send weak units off to collect items if you so wish.

Through this option to select certain units you can theoretically send squadrons off for more complex flanking manoeuvres. However, as your units start off grouped together (at least until late in the game) and it's only possible to select groups by drawing a circle (you can't just tap the different ones you want into a group) enemies are often upon you by the time you've divided your team into formation. Irritatingly you can't order your allies' AI to behave in any other way than offensive. If an enemy wanders into their range your entire team will charge off after them with gay abandon while you helplessly wring your hands and flip to the healing page in your spell handbook.

Spellcasting becomes more and more complex as the game develops. The basic first 18 spells (each with it's own drawing pattern) can later be combined with one another to create new more powerful mixes. As a result almost 400 spells are available to the dedicated player - far too many and far too incrementally different from one another to meaningfully choose between in the heat of a battle. That said there's an excellent level of creativity with these higher-level spell combinations, which variously facilitate dragons to be summoned, and meteorite showers to be invoked.

Lost Magic as a product is furiously frustrating. The game pitch works wonderfully in the realm of theory but in practice its problems undermine most of the flashes of brilliance. Like a collection of absolutely amazing ideas all thrown together in a random and inelegant way. It seems that Taito, in calculating the sum of its game's parts got the workings all wrong.

6/10

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Comments: 1-20 of 20 in total

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Cosmopolitan
04/05/06 @ 06:07
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FIRST? No one's reading about a DS RPG?
Edited 2 times, most recently on 04/05/06 @ 08:25
JayPea
04/05/06 @ 06:15
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everyone's in bed
ekko
04/05/06 @ 07:02
#3
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"Previously on Lost... Magic"
MadMirko
04/05/06 @ 07:15
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Nice review.

You just forgot to mention that it has a WiFi (Connection)-multiplayer option. I'd also say it's very much about strategy (choose good creatures to take with you, right element, right movement characteristic (fly, swim, etc), use good items) and skill (not only draw fast, draw precise for good effects).

Conclusion: Good game with flaws and high difficulty, hopefully it'll get a sequel.
Edited 1 times, most recently on 04/05/06 @ 08:16
Xerx3s
04/05/06 @ 07:46
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06:40? 0_o

You peeps do work around the clock, dont you? :\
djchump
04/05/06 @ 07:53
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I'd put what I thought about the game in this thread
Couldn't be arsed to rewrite so I've copied and pasted here ;-)

ARGH!

This game *is* bloody frustrating!

Without the time limits on the battle/missions, this game would very easily have been an 8/10 (maybe even 8.5/10) game for me and I would have recommended it to anyone who liked the idea of an RTS/RPG/Monster-capturing hybrid game.
With the time limits on missions, this game is a 6/10 - maybe even a 5/10 depending how hard the later missions are going to get.

The underlying gameplay mechanics of capturing new monsters and using them in battles is very good, and the magic system and overall game is utterly compelling. One gripe IGN seemed to have was that your Mana (magic power) bar fills up kind of slowly but that's fine for me as it makes you use your magic strategically - which is kinda the point of the game, otherwise you'd easily win by spamming magic everywhere.

Also, the missions are quite tough - I got killed quite a few times but mostly that was my fault for not protecting my main character enough. Most missions I fail once or twice but that isn't a big deal for me - I like a strategic challenge.

However! Whichever games designer had the bright idea of putting time limits on the battle/missions is an idiot - it completely ruins the game for me!
I can understand *why* they did it - if there was no time limit you could just sit back after each little fight and regen then heal all your units... which could make it a bit too easy. However, I am generally a cautious games player - slow and steady wins the race for me, especially with strategy games. If I want to take my time to ensure victory I should be able to do so. The time limits are not made part of the storyline (as in Advance Wars or Fire Emblem - e.g. "survive for 20 turns until reinforcements arrive" etc.) - they are totally arbitrary and on many missions set a punishing pace.
Failing a mission *over and over again* because you keep running out of time is bullshit - it forces you to play a mission in a specific way that the level designer dictates as that's the only way you can do it fast enough - which strips it of a large strategic challenge.

The reasons it narks me so much are:
1) Because I keep failing missions and it doesn't feel like it's through strategic error on my behalf
2) The times don't seem to have been set particularly realistically - some levels are stupidly fast especially as there are bonus chest and crystals to capture that effectively you have to ignore if you want to finish the level in time. There's no easy difficulty setting that allows you more time for the missions, otherwise I'd be playing it on that :-( If the time limits were generous I wouldn't mind, but I keep failing missions because I'm running out of time.
3) Timed missions punishes "poor/slow" players far too harshly, whereas there are plenty of other ways to apply time pressure WITHOUT forcing you to replay missions over and over again. e.g. they could do Advance Wars style mission rankings after each battle - where fast/efficient players get rewarded instead of poor/slow players being punished.
4) Strategy games are generally "slower" games than FPSs, platform games, shmups etc. - having a time limit means you don't have time to think/plan strategically on the fly, you have to find out the optimal way to do a mission by repeated trial and error and failing and restarting againa and again... :-(

Goddamnit - the problem is the underlying gameplay is fantastic! Stuff like levelling up your little monsters is great. Also, capturing mana crystals etc. during battle and the bonus chests are there to reward the completionist players, but the time limits seem to completely preclude being able to capture all the crystals and get all the bonus chests on certain levels.

I'm still playing through this as, apart from the time limits, it is good fun - but the stupid stupid time limits very much ruin the game and if it gets any more frustrating I think I'll end up taking it back.

Personally, I wouldn't recommend this game due to the frustrations I've described above. However, if you think you won't mind having to play a strategy game "fast", or you think I'm just shit at the game and you'd be a lot better at it ;-), then you may really really like it - like I said, the underlying gameplay has some fantastic hybrid ideas taken from RTS, RPG and monster-capturing games... it's just really frustrating for me :-(
Hog-lumps
04/05/06 @ 07:56
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hmmm, I always thought this sounded good - the concept is great. It's just a little dissapointing that it isn't implemented better.

Might get it if I see it cheap............
itamae
04/05/06 @ 08:00
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What I wonder in cases like this is: didn't the developers notice that there was something fundamentally wrong with their game, or did they just not care?
Murbal
04/05/06 @ 08:03
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£17.99 on MovieTyme so I'm wondering if it's worth a pop at that price?
Contra
04/05/06 @ 08:15
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@djchump: put that in a user review!!! ;-)
Tiger_Walts
04/05/06 @ 08:26
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This game has been annoying me also. A few little tweaks would have made it a superb title, but as it stands it's a chore.
kangarootoo
04/05/06 @ 08:34
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@djchump

A quick click on your profile shows no reader reviews, but I reckon what you have written there is enough to qualify. Do it, be published :)
kangarootoo
04/05/06 @ 08:34
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@Contra

Yeah, what you said (damn my eyes).
djchump
04/05/06 @ 08:37
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@Murbal - if you're intrigued by the idea of a strategy/RTS/RPG/Pokemon hybrid and you don't mind intermittent frustration, £17.99 sounds like quite a good price

@Contra - oh yeah! cheers dude, I'd forgotten about the user reviews thing :-)

To everyone interested in the game - as I've said above, the only thing that really frustrates for me is the mission timer.
Drawing the spells is fine 95% of the time and only really messes up when you're under pressure and scribble really quickly - moving units around isn't too tricky but I tend to keep all my units together with my main guy as they tend to get whupped on their own without your magic backup.
All the other little niggles I've had with the game aren't too bad and I can easily overlook as they don't affect the game too badly and the quality of the rest of the game easily makes up for it..... all except repeatedly failing missions because of those BLOODY mission timers!
citizenmeh
04/05/06 @ 10:37
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Did anyone else notice the sheer amount of innuendo in the first two paragraphs there? Or was it just me?
Tiger_Walts
04/05/06 @ 11:20
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Finally got to the stage where you can start to use Duo runes. A bit too late in my opinion.

You learn it after defeating the boss at the end of Chapter 2. A boss that camps next to a monster spawn. Grr. Anyway, I now have lots of spells at my disposal that will make facing large groups much easier.
AHiFi
04/05/06 @ 11:56
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citizen - You've ruined the image of the first two paragraphs for me now...
Razz
04/05/06 @ 12:10
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6/10 still not that bad, I might pick this up
jellyhead
05/05/06 @ 15:42
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This was a "maybe" until i read djchump's comments and now it's a "quite probably".
Cheers djc!
lilitu93
05/05/06 @ 20:05
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First off, a typo: "The basic first 18 spells (each with it's own drawing pattern)"--"it's" should be "its".

I'm quite disappointed to read reviews of this--I was quite looking forward to it, especially with character designs by Studio Ghibli. Sounds like it's more frustrating than fun, however.

Comments: 1-20 of 20 in total

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