I was really torn while playing Lost Dimension. Not because there was a traitor in the midst of my party or because I knew I’d have to kill one of my “friends,” but because the story and traitor gimmick failed to keep my interest. Lost Dimension desperately tries to capitalize on the fear of betrayal amongst a group of strangers that become comrades, but fumbles its emotions due to poor character dialogue and a lack of payoffs. What really keeps it afloat for the 25-hour journey are some strong turn-based combat and flexible roleplaying mechanics between your party members.
Lost Dimension starts with an interesting premise: it places you in the center of a group of 11 superpowered young adults that must climb a tower to stop the world of ending… but in order to proceed to the next floor, the group must sacrifice one of its own. The story gets a little bloated once the group realizes they’ve all lost their memories and the villain comes in with an obvious vendetta against the protagonist and reveals that there’s a traitor in the group. Whew. Instead of these elements meshing together to create depth for the story, they feel like tacked-on extras that ultimately don’t have satisfying answers when you reach the top of the tower.
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Lost Dimension starts with an interesting premise: it places you in the center of a group of 11 superpowered young adults that must climb a tower to stop the world of ending… but in order to proceed to the next floor, the group must sacrifice one of its own. The story gets a little bloated once the group realizes they’ve all lost their memories and the villain comes in with an obvious vendetta against the protagonist and reveals that there’s a traitor in the group. Whew. Instead of these elements meshing together to create depth for the story, they feel like tacked-on extras that ultimately don’t have satisfying answers when you reach the top of the tower.
Continue reading…
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