“Neverending Journey” by Nobuo Uematsu from Lost Odyssey is one of those tracks that just pulls you right into the game’s vibe without trying too hard. It kicks off super chill with soft strings and light woodwinds, creating this mellow, reflective mood like you’re wandering through old memories that won’t fade. The orchestral start feels patient and open, giving every note space to settle in before things pick up.
Then comes that smooth shift where the electric guitar riffs crash in — bold, distorted, and full of grit, but it flows naturally from the gentle opening. It’s like Uematsu’s flipping the switch from quiet nostalgia to raw determination, blending classical swells with rock edge in a way that screams the game’s themes of endless struggle. The guitar doesn’t steal the show; it amps up the emotion, turning introspection into something with real forward drive.
That mix is why the track sticks with you — Uematsu nails the immortal wanderer’s paradox, weary but unbreakable. From serene strings to guitar-fueled resolve, it captures Kaim’s story perfectly, making you feel the weight and hope of a journey with no end. It’s a standout that proves game music can hit as deep as any epic soundtrack.
“When people die, they just… go away. If there’s any place a soul would go… It’s in your memories. People you remember are with you forever.” – Kaim Argonar
Lost Odyssey stands out as one of those RPGs from the late Xbox 360 era that doesn’t scream for attention with flashy mechanics or boundary-pushing innovations, but instead draws you in through its deeply introspective storytelling and a commitment to emotional depth that feels almost defiant in its restraint. Developed by Mistwalker’s Hironobu Sakaguchi—the mastermind behind the original Final Fantasy games—this title arrived in 2007 as a love letter to classic JRPG traditions, complete with turn-based combat, sprawling world exploration, and a narrative centered on immortality’s quiet horrors. It’s a game that rewards patience, asking players to linger in moments of melancholy rather than rushing toward bombastic climaxes, and in today’s landscape of hybrid action-RPGs like Clair Obscur: Expedition 33, it feels both timeless and a touch nostalgic.
The protagonist, Kaim Argonar, is an immortal wanderer who’s lived for over a thousand years, his memories eroded by time like sand slipping through fingers. This setup immediately sets Lost Odyssey apart, turning what could have been a rote hero’s journey into something far more personal and haunting. Kaim isn’t driven by prophecy or destiny in the typical sense; he’s haunted by fragments of lives long lost, piecing together his past while grappling with the present. Accompanied by a party of fellow immortals and mortals who bring their own baggage—Seth, a fierce queen-turned-revolutionary; Jansen, the wisecracking raconteur and black magic user; Mack, Cooke’s adventurous brother and a spirit magic specialist; Cooke, the earnest white mage sister; and others who evolve from archetypes into fully fleshed-out companions—the story unfolds across a world on the brink of magical and technological upheaval. Wars rage between nations like the Republic of Uhra and the Kingdom of Goht experimenting with dangerous “aether” energy, ancient gaia cults stir forgotten powers from the earth’s core, and a comically over-the-top villain named Gongora pulls strings from the shadows with his dream-manipulating sorcery. But it’s the immortals’ shared curse—living forever while everyone else fades—that grounds everything in raw, relatable humanity, forcing reflections on attachment, regret, and the passage of time.
What truly elevates the narrative are the “Thousand Years of Dreams,” a collection of over thirty short story interludes scattered throughout the game like hidden treasures, all penned by acclaimed Japanese author Kiyoshi Shigematsu. These vignettes replay key moments from Kaim’s (and later other immortals’) pasts: a father’s quiet desperation as his family starves during a harsh winter, a lover’s betrayal amid wartime chaos that shatters trust forever, a child’s innocent wonder abruptly ended by sudden violence in a peaceful village. They’re presented as dream sequences with minimal interactivity—just reading the poignant prose accompanied by subtle animations and ambient sounds—but their impact is profound, blending poetic introspection with raw emotional punches that make loss feel visceral and immediate. Shigematsu, known for his family-centered novels like Naifu and Bitamin F, infuses these tales with his signature themes of everyday struggles, parental love, and quiet resilience, drawing from his own life experiences such as overcoming a childhood stammering disorder. These aren’t mere filler; they mirror and deepen the main plot’s themes of memory, fleeting bonds, and the futility of outliving joy, often landing harder than the epic set pieces like airship chases or gaia temple collapses. In a fair assessment, though, not every dream hits the mark equally—some lean repetitive in their focus on tragedy and separation, and the heavy reliance on text-heavy exposition can test players who prefer more visual or interactive storytelling over contemplative reading.
Comparatively, the core plot treads more familiar JRPG ground, with globe-trotting quests to collect six magic seeds capable of restoring the world’s fading magic, infiltrate enemy strongholds like the White Citadel, and unravel a conspiracy involving dreamless immortals, experimental magic tech, and an impending apocalypse. It’s competently paced for its 40-60 hour runtime (longer for completionists), building to satisfying reveals about Kaim’s origins, the party’s interconnected fates, and the true nature of immortality in a world where magic is dying. Yet it lacks the moral ambiguity that makes contemporaries like Clair Obscur: Expedition 33 so gripping—that game thrives on tough choices where apparent triumphs often sow seeds of future doom, forcing players to question if their “expedition” against the Paintress is true heroism or just delayed hubris. Lost Odyssey flirts with similar existentialism—Kaim repeatedly forms bonds only to anticipate their inevitable fraying—but ultimately resolves in a more optimistic, collective salvation arc centered on hope and reunion. This makes it comforting for fans of straightforward fantasy epics with clear good-vs-evil lines, yet somewhat safe for a tale about eternal life, where deeper philosophical dives into immortality’s ethics, like the morality of intervening in mortal affairs, could have pushed boundaries further without alienating its audience.
The supporting cast shines as a counterbalance, with banter during airship travels and camp rests that humanizes even the most ancient immortals. Take Gongora, the flamboyant antagonist whose Shakespearean monologues, reality-warping sorcery, and personal grudge against his immortal brethren make him a delightfully theatrical foe worth rooting against. Or the mortal siblings Cooke and Mack, whose dynamic starts as lighthearted comic relief—pranks, inventions gone wrong, sibling squabbles—with Mack’s adventurous spirit driving bold escapades while Cooke provides steady white magic support, maturing into poignant growth arcs as they confront loss and responsibility together. Jansen brings levity as the wisecracking raconteur, spinning tales and unleashing black magic with reluctant flair that often steals scenes during downtime. Party chemistry fosters organic moments, like shared reflections on recent dreams or lighthearted ribbing during skill training, that deepen player investment over the long haul. Not all characters resonate equally; some, like the naive inventor Littleton or the initially whiny prince Tolten, lean into tropes without much subversion, leading to occasional eye-rolls amid the stronger portrayals from Seth’s fiery leadership. Still, the innovative “Immortal” skill-sharing system, where immortals permanently absorb abilities from fallen mortals via “Skill Link” beads, ingeniously reinforces the core theme: eternity doesn’t preclude learning, growth, or change through relationships with the temporary.
Combat embodies Lost Odyssey‘s old-school soul, sticking faithfully to turn-based roots with thoughtful layers that demand strategy over button-mashing reflexes. Battles unfold on a grid-like interface where positioning is crucial—front-row tanks like Kaim absorb hits for backline healers like Cooke and her white magic or mages like Jansen with his black magic arsenal, while the signature “Ring” system adds tension to every basic attack or spell: time your button presses precisely to hit colored rings for boosted damage, critical hits, or multi-hit combos. Condition management becomes key, as poison, sleep, paralysis, and weakness can derail even well-planned fights, encouraging thorough prep with items, protective spells, and the flexible “Skill Link” beads that let any character equip enemy-learned abilities like fire immunity or poison breath. Boss encounters ramp up dramatically with multi-phase patterns, status ailment spam, massive HP pools, and environmental hazards, rewarding exploitation of elemental weaknesses (fire vs. ice foes, etc.), party swaps, and layered buffs/debuffs for tense, chess-like victories.
Yet fairness demands noting the system’s notable flaws, which haven’t aged gracefully. Random encounters populate every screen with alarming density, leading to grindy slogs in weaker areas before you unlock enemy visibility via skills or items, and early-game pacing suffers from these constant interruptions amid tutorial-heavy chapters. Load times between battles and zone transitions feel archaic by modern standards—often 10-20 seconds on original hardware—and the lack of auto-battle, speed-up toggles, or robust fast travel exacerbates repetition for completionists chasing ultimate weapons, all 33 dreams, or optional gaia quests. Contrast this with Clair Obscur‘s slick hybrid combat, which fuses turn-based planning with real-time dodges, parries, and QTEs in a fluid “expedition” rhythm inspired partly by Lost Odyssey itself—every fight, from trash mobs to epic bosses, pulses with immediacy and the “dial of fate” mechanic that turns timing into life-or-death dance steps. Lost Odyssey prioritizes cerebral, menu-driven setups—buff-stacking, weakness chains, formation tweaks—over kinetic flair, appealing deeply to tacticians who savor the deliberate pace but alienating those craving Clair-style adrenaline and fluidity. It’s a classic strategic depth versus modern dynamic polish tradeoff, and your mileage will vary sharply based on tolerance for 2007-era JRPG rhythms.
Exploration weaves together standard JRPG fare with moments of quiet wonder—roaming a vast overworld via massive airship (the Nautilus), delving into multi-floor dungeons with hidden chests and switch puzzles, solving environmental riddles involving weight balances, light beams, or wind currents—but injects personality through diverse biomes: mist-shrouded ancient ruins teeming with spectral foes, frozen tundras where blizzards obscure paths, volcanic badlands with lava flows and ash-choked air. Sidequests expand the lore meaningfully, like aiding immortal Seth’s rebel faction in underground networks, delving into sacred gaia shrines for permanent power-ups, or hunting elusive immortal encounters for rare skills, though many lesser ones boil down to repetitive fetch tasks or escort missions. The world map’s sheer scale impresses, hiding optional superbosses like the immortal-hunting Black Knights, treasure troves in hard-to-reach ledges, and secret dream triggers, but frequent backtracking without comprehensive fast travel can drag, especially post-game. Presentation captures the Xbox 360’s graphical peak for its time: cinematic FMV cutscenes rival Hollywood trailers in scope and polish, character models boast fluid animations, expressive facial captures (rare for 2007), and detailed costumes, while environments blend stunning pre-rendered backgrounds with real-time lighting and particle effects for moody, immersive atmospheres. Draw distance limitations, occasional texture pop-in, and lower-res models show their age on HD displays, but the art direction—shadowy, desaturated palettes evoking faded memories and encroaching oblivion—holds up remarkably well.
Nobuo Uematsu’s soundtrack remains the undisputed MVP, a masterclass in emotional orchestration blending sweeping orchestral swells with intimate piano solos and ethnic instrumentation. Battle themes like the pulse-pounding “Battle with Immortal” or tense “Boss Battle” drive adrenaline without overpowering, dream sequences float on delicate harpsichord, strings, and solo vocals for heartbreaking intimacy, and overworld motifs evoke vast, lonely skies over crumbling civilizations. It’s Uematsu post-Final Fantasy at his most evocative and personal, rivaling series highs and clearly influencing modern scores—direct echoes resonate in Clair Obscur‘s painterly OST, where swelling choirs and haunting flutes underscore expedition perils with a similar blend of grandeur, sorrow, and fragile hope. Voice acting offers a mixed bag: highs like Kaim’s gravelly, world-weary delivery from Jeff Kramer or Seth’s commanding fire from Sarah Tancer contrast with occasional stiff accents and wooden line reads in lesser roles. The English localization shines brightest in Shigematsu’s dreams—preserving nuanced melancholy and cultural subtlety—but occasionally clunks in casual banter or expository dumps.
Pacing represents Lost Odyssey‘s biggest double-edged sword, perfectly suiting its themes of slow erosion and reflection but testing modern attention spans. The game’s deliberate rhythm manifests in long linear chapters (Disc 1’s tutorial stretch, Disc 3’s sidequest marathon), mandatory backtracks to missed dreams or seeds, and optional hunts that balloon playtime to 70+ hours without always advancing the central plot. Mid-game lulls, particularly after major reveals like the immortals’ gathering or Gongora’s betrayal, lean heavily on grinding and collection, demanding commitment from players not fully hooked by the dreams. Technical quirks persist too: occasional frame drops in massive battles, finicky ring input timing on controllers, and long save/load cycles remind players of its 2007 origins, though Xbox One/Series backward compatibility smooths some edges with Auto HDR and FPS boosts. The game earned widespread praise for its story depth, Uematsu’s music, and emotional resonance, tempered by critiques of its dated combat pacing, grind, and conservative design in an era shifting toward action hybrids.
Against Clair Obscur: Expedition 33, Lost Odyssey feels like the contemplative grandfather to a bold, innovative successor—Clair‘s tighter 20-30 hour sprint packs nonlinear branching choices, grotesque evolutions of its turn-based system, and a fractured, painterly world where expeditions literally rewrite reality through “painted” fates, with its combat’s “dial of fate” parries making every decision feel consequential and irreversible. Lost Odyssey sprawls longer and commits to strict linearity to pace out Shigematsu’s dreams methodically, trading reactive choice systems for patient, interior reflection on grief. Both excel at probing mortality’s sting—Clair through visceral, grotesque horrors and ambiguous victories, Lost Odyssey via intimate, lived-through tragedies—but Mistwalker’s effort prioritizes small-scale, personal grief over systemic reinvention or high-stakes moral quandaries.
Ultimately, Lost Odyssey endures as a balanced, heartfelt gem for JRPG purists and story enthusiasts: stellar writing from Kiyoshi Shigematsu anchors a solid but unflashy package, with Uematsu’s music, immortal hooks, and dream vignettes lingering longest in the mind. It’s not flawless—grindy encounters, safe plotting, and archaic pacing hold it from undisputed masterpiece status—but its emotional core crafts a rare resonance, blending melancholy fantasy with subtle wisdom about time’s toll. In an era dominated by Clair-like hybrids blending action and choice, it reminds why pure turn-based tales still captivate, offering a somber, patient journey for those willing to dream along with Kaim’s thousand years.
We’re now two-thirds into the 33-day Shigematsu Kiyoshi short story marathon and for the last third I decided to kick it off with my third favorite track from the Lost Odyssey soundtrack. The latest “Song of the Day” is the simple and playful tune “Small Recollections”.
This track gets used a lot in the game’s collected dream-memories. It’s usually used in concert with other music when the dream involves children Kaim has met through his 1000-year and more journey as the eternal warrior. I like this song for it’s simplicity. It’s a solo piece done on a calliope and made to sound like it’s coming from a child’s music box. It’s really quite a great use of this instrument and one I’ve rarely heard used in a soundtrack for a film or game.
It’s hard not to listen to this song and not think of the simpler times when one was a kid and the biggest worry in our mind’s was whether we’d get to eat ice cream, cake or both at a birthday party. “Small Recollections” is definitely something one can hear at a fair or a carnival and always something that would make one smile like a kid again.
The latest “Song of the Day” is another favorite music track from the Lost Odyssey soundtrack by Uematsu Nobuo. The title of this particular track is “Eclipse of Time” and one of the most beautiful pieces in the game’s soundtrack.
“Eclipse of Time” becomes a sort of motif for one of the game’s characters, Queen Ming Numara who also happens to be another immortal like the game’s main protagonist, Kaim. We first hear this music playing when we enter her Ming’s room and it creates an ethereal musical backdrop which accentuates the Queen Numara’s eternal beauty. The track is quite simply played as a harp solo and it’s a rare thing to hear the harp as the main instrument in most game soundtracks. It’s Uematsu’s inclusion of such an instrument which raises the Lost Odyssey soundtrack to classic status.
This particular track reappears time and time again in different version and tempo throughout the game. It usually means that Queen Numara is either the focus of the scene or something she’s involved in a way. Unlike “A Return, Indeed…” this song doesn’t really appear in any of Kaim’s 33 dream-memories which is a shame, but understandable since the piece doesn’t really match the tone of Kaim’s dreams.
Of all the pieces of music in the Lost Odyssey soundtrack this is the one I can listen to over and over and not get tired of it.
One of the best gaming experiences I’ve had in the past ten years was from a title that was the creation of the man (Sakaguchi Hironobu) who made the wildly-popular Japanese role-playing game franchise, Final Fantasy, before he left to start up his own company. This company would be called Mistwalker and they would release two rpgs for the Xbox 360 between 2008 and 2009. The second of these two titles was Lost Odyssey and this was the title of which I spoke of above.
The title was a nice throwback to the classic Final Fantasy titles Sakaguchi was responsible for while dressed up in nextgen visuals. But what made this game so memorable an experience for me wasn’t just the visuals but the great storytelling and music it also had in great abundance. The music itself was the product of one (if not the greatest) of the greatest video game music composer in the industry, Uematsu Nobuo. It’s from Uematsu’s soundtrack for Lost Odyssey that I pick the latest “Song of the Day”.
“A Return, Indeed…” (“Kaette kuru, kitto…” in Japanese) is part of the game’s soundtrack which makes several appearances throughout the game, but it was during the first found dream sequence (the game’s greatest highlight and reason to play it) which really sold the song and the whole soundtrack as whole as being great. This version is the piano solo one which is really the best version which appears in the game. This piano solo version was arranged by Satoshi Henmi from Uematsu’s original composition and it fully convey’s the song’s sorrow melody in the beginning but gradually transitions into a sound full of hope before finally ending in a simple few notes. Those few notes giving a hint that hope is always a possibility but in the end always fleeting.
What better way to inaugurate 33 days of “A Thousand Years of Dreams” than the song which kicks it off in the game.
For the latest entry to the “song of the day” feature I go back to my younger years. I’m talking about when I was still barely into my 20’s. My choice for the new song of the day is Japanese composer Uematsu Nobuo’s main title theme for the Squaresoft (before they became Square-Enix) fantasy role-playing game Final Fantasy VI.
The song is “Terra’s Theme” (in the original Japanese it was called “Tina’s Theme”) and starts off the game. The version above is the piano solo version which Square-Enix produced as part of the special “Final Fantasy Piano Collections” cd releases which took all the video game music for each game in the Final Fantasy series game and remade them into piano solo pieces. Uematsu’s original composition for Final Fantasy VI (also for most of the game’s in the series he composed the music for) were very heavily-influenced by classical music traditions and one can really hear it in this main theme.
While the piano solo version is quite a haunting melody which gives some clues to the character of Terra Branford. The two versions below are the original video game music which is really a well-done MIDI file to allow it to be encoded into the game cartridge when it was first released for the SNES system. The other one is a live recording of Uematsu himself conducting an orchestra. While all three have become one of my favorite pieces of music of all kinds (not just video game music) it is the piano solo which solidified “Terra’s Theme” as one of the best songs I’ve ever heard.
The newest Song of the Day is a favorite piece of video game music of mine.
“Suteki Da Ne” is the love theme to Square-Enix’s very popular and long-running rpg series Final Fantasy. The song would mark the point in the game when the lead male and female characters finally realize their love for each other. It’s become a favorite of many game score aficionados and especially those of Japanese game soundtracks. Some consider it one of the best pieces of video game music there is, but that would be going a tad too hyperbolic.
The song is composed by well-renowned game music composer Uematsu Nobuo. He had been instrumental in composing the music for most of the Final Fantasy games until he left Square-Enix in 2004. “Suteki Da Ne” also had other collaborators outside of Uematsu. The lyrics for the song was written by Final Fantasy X scenario writer Nojima Kazushige while the arrangement for the song was done by Hamaguchi Shiro. In the end, most of the credit for the song really belongs to Uematsu-san. He was able to compose a song that worked to not just score a lovely and emotional scene between the two leads in the game but also convey their feelings very clearly through the music.
The lyrics below includes both the original Japanese version as sung by Japanese pop-idol RIKKI and the English translation.
Suteki Da Ne (Isn’t It Wonderful)
Kaze ga yoseta kotoba ni
Oyoida kokoro
Kumo ga hakobu ashita ni
Hazunda koe
(My heart, swimming
In the words the wind has borne
A voice, bouncing
On a tomorrow carried by clouds)
Tsuki ga yureru kagami ni
Furueta kokoro
Hoshi ga nagare, koboreta Yawarakai namida
(A heart, trembling
On a mirror where the moon quivers
A star falls, spills
Gentle teardrops)
Suteki da ne
Futari te o tori aruketa nara
Ikitai yo
Kimi no machi, ie, ude no naka
(Isn’t it wonderful
If we could walk, holding hands
I’d want to go
To your town, your house, into your arms)
Sono mune
Karada azuke
Yoi ni magire
Yume miru
(To your heart
I leave my body
Mixed into the night
I dream)
Kaze wa tomari; kotoba wa
Yasashii maboroshi
Kumo wa yabure; ashita wa
Tooku no koe
(The wind stops; your words
Are a kind illusion
The clouds break apart; tomorrow
Is a distant voice)
Tsuki ga nijimu kagami o
Nagareta kokoro
Hoshi ga yurete, koboreta
Kakusenai namida
(A heart flowing
In a mirror where the moon has seeped in
A star wavers, spills
Tears you can’t hide)
(kurikaeshi)(repeat)
Sono kao
Sotto furete
Asa ni tokeru
Yume miru
(That face
Touch it, just so
And dream a dream
That melts in the morning)