Although the Xbox and Land of the Sun’s Sun did not go too far, there was an exact time in the early years of Xbox 360 where Redmond’s home o
pened up a lot of Japanese productions, even with thickness results. One of these is undoubtedly Lost Odyssey , a name that today tells little to the most playful players. For this reason, in this episode of our Why (not) Famous title, we will rediscover the unlucky fortunes of this title.
Published on February 29, 2008 for exclusive Xbox 360, Lost Odyssey is a jrpg developed by the Mistwalk software house, created by Hironobu Sakaguchi, the father of the famous Final Fantasy series . The play was, among other things, a tr
ue guru in the industry: the art and sound direction was entrusted to the mangaka Takehiko Inoue (best known for making manga Vagabond and Slam Dunk) and the soundtrack to the well-known composer Nobuo Uematsu had already collaborated in the past with Sakaguchi.
The story takes place many centuries in the future, in a world upset by a Magical Industrial Revolution due to the discovery of the exist
ence of dark magic powers hidden in humans. Kaim Argonar is our mysterious protagonist, an immortal warrior tormented by the faded
memories of over 1000 years of battles, on which he has the burden of avoiding the political and civil disruption of civilization as he digs into his own past with the hope of recovering lost memories . Kaim will join other immortals and not only, forming the classic party of characters that every jrpg you respect can boast.
The Lost Odyssey story, though extremely verbose and articulated, is perhaps one of the most fascinating and intense ever narrated in recent years and has fallen into a classic jrpg gameplay with a turn-based combat system where the character
s with the highest execution speeds are the first to be able to spin their attacks and leave the player the opportunity to place the various party
members on the battlefield. Greater protection against attacks is given to those in the back lines but, at the same time, they are disadvanta
ged in the offensive phase. A classic structure but with several new elements that perhaps today would be greatly appreciated by the players disappointed by the action of the fabled Final Fantasy series, which began right at that time with the first act of Final Fantasy XIII