It sounds convoluted on paper, but in practice the whole thing has a really satisfying rhythm to it and feels incredibly contextual to the action on-screen. The cards played then grant Even any number of boons such as actual weapons to fight with, traps, healing buffs and so on. As soon as Even has cards to play she’s able to roll Dicey, and the number he lands on determines how many points Even can spend on the cards in her hand. Slinging stones at enemies or dodging through their attacks at the right moment causes them to drop crystals, and with enough crystals a new card is drawn from Dicey’s deck into Even’s hand, up to a maximum of five. That’s where both Dicey and his constantly-growing collection of magical cards comes in. On her own, Even’s combat prowess is limited to a rudimentary slingshot and a dodge move – neither of which do any damage by default. Lost in Random’s most unique draw is its combat, which works on a system of interlocking mechanics that draw from action games, tabletop RPGs and deck-building card games. There is a disappointing level of fog and aliasing even on the PS5 that tarnishes the look somewhat, and at a point the grim colour palette starts to get a bit samey, but Zoink’s creative team are masters of aesthetic and that’s no different here. One look at screenshots should paint a pretty good picture of what you’re in for, but in motion the effect is even more pronounced. It’s also a treat for the eyes, with a slightly tilt-shifted, pseudo-stop motion treatment that echoes Tim Burton and Laika films or artists like Shaun Tan. Even if an NPC doesn’t have a challenge or reward to offer, they’re usually all worth talking to simply for how ridiculous and darkly funny their dialogue is. Whether it’s Two-Town, where the split personalities of the residents have manifested in their desire to build an entire second copy of the town in the sky, or the bustling casino district of Fourburg, there’s something new and utterly unique around each corner. Random’s six towns are entertaining thanks to Zoink’s excellent writing and world building. In each district there’s scope to explore and find secrets as well as engage with its citizens who often have side quests to offer. The game’s linear path takes Even across each of Random’s districts in order, slowly restoring Dicey’s six sides so that he’s able to unlock each door to the next. What follows is a journey through the dark and often twisted world of Random where Even finds herself in the company of Dicey, a sentient dice that technically shouldn’t exist but might just be the key to ending the Queen’s authoritarian reign. Fast forward to a year later though, and Even is plagued by visions that tell her something is not quite what it seems with the Queen and her sister’s fate as a Sixer. Born as ‘Oners’, sisters Even and Odd exist squarely at the bottom rung of society, so when Odd hits the all-important age and rolls herself a one-way ticket to the high life in Sixtopia it seems as though she’s finally made it out of poverty. When the queen and her evil advisor, Nanny Fortuna, visit on every child’s 12th birthday a roll of the one true dice determines in which of Random’s districts they’ll spend their futures. Ruled by a tyrannical queen in possession of the all-powerful Dark Dice, the people of Random live their lives as assigned by one of its six sides. With Lost in Random, the endlessly creative team at Zoink asks the question: What if an entire world existed based on the roll of a single die? Rather it’s those invisible dice rolls that govern the outcomes of so many of our interactions in gaming, be it video games, tabletop RPGs or a seedy back alley round of craps. And not the “Oh my God, so random!” kind (although Katamari Damacy understands that assignment well). Randomness and games have always gone hand-in-hand.
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