'Lost: Via Domus' Review (Xbox 360) |
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| Submitted by thankeeka on March 7, 2008 - 11:28am. | Exclusive Game Review | ||
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THE STORY SO FAR Lost: Via Domus is a completely new story featuring a completely new character, which may or may not fall into the canon of the series (it really depends on how you choose to view the game). You play as one of the survivors, though after the crash you wake up not knowing who you are, but slowly you’ll start to uncover your past, and maybe, just maybe, you’ll find a way off the island. The game follows the first two seasons for the most part, but that’s where the canon and mythology comes into play, as there are some events that don’t either happen in the right order or completely go against what we’ve seen in the show. For instance, Locke once was in a wheelchair, and in the series we see the wheelchair actually being burned, but in Lost you’ll see the wheelchair just thrown into the jungle. It’s tough to talk too much about the story, as spoilers would ruin one of the interesting things about the game, and much like Lost itself, the game features just as many questions as it does answers. To put it simply, only fans will take something away from the story, and even then it might not be much (or even amount to much if it isn’t series canon). GAMEPLAY The main goal of the game is to experience the story, which considering the source material is probably the best thing, though it would’ve been amazing to have a vast, open-ended world where you’re able to explore the island at your own leisure and discover things; instead, you’ll have your hand held from beginning to end, only being able to access the areas needed to advance the story, and only getting the items that will help you proceed. The first type of puzzle you’ll come across is the fuse box puzzle, which repeats often and too frequently for its own good. The gist of the fuse puzzle is that there are usually a series of switches that need so much power to turn green, and then once they are all green you’ll either turn off something, turn on something, or be given access to something. The challenge of the fuse puzzles is that you have three different types of connector pieces, each diminishing so much power along the line every time you use one. For instance, you always start at the source with 100 power, but if you placed a cross-section piece right after that, suddenly you’ve subtracted 15 volts (the challenge comes in figuring out the proper placement of the pieces so each gauge gets as much juice as it needs and not a drop less or more). Continue On Page Two
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