Review: Lost Odyssey


“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.

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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 33Lost 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.

Video Game Missions I Love: “Fireworks” From The Godfather


I wish I had a 4th of July movie to review today but I don’t.  Instead, I’ll just share my favorite “mission” from the much maligned 2006 Godfather video game.

In this mission, Aldo (who is controlled by the player) takes care of a corrupt cop on the 4th of July.  The Godfather game is hardly perfect but I have always loved that cut-scene of the fireworks going off while Aldo and Rosa look down at the alley.

Happy 4th of July, everyone!

The Tournament beckons in the Mortal Kombat Trailer


Way back in 1995, Paul W. S. Anderson made his big break with the original Mortal Kombat film. 25 years is high time for an update. Produced by James Wan, this Mortal Kombat seems to be a little stronger with the story it’s sharing. So far, I’m liking the cast here. The Raid‘s Joe Taslim as Sub-Zero, Hiroyuki Sanada (Avengers: Endgame, The Wolverine) as Scorpion, True Blood’s Mechad Brooks as Jax, and those are just the names I recognize. I’m just happy they added Kung Lao to the mix.  I’m hoping there will be more fighting action in this version, and a great soundtrack to boot.

Directed by newcomer Simon McQuoid, Mortal Kombat’s release date is set for later this year, and since it’s a Warner Bros. Picture, there’s a good chance HBO Max may get it early as well.

Game Review: Don’t Fire Until You See The Yellow Of Their Niblets (1999, Dan Shiovitz)


“There is a sharp hiss, as if millions of kernels cried out in pain and then were suddenly silenced. And then it arises — dear god, it arises. Something like Venus arising from the waters, or your fat Uncle Albert arising from his arm-chair, the Yellow Beast of Corn draws itself up from the pile of stalks. The broom drops from your nerveless fingers as you contemplate the apparition that has appeared before you. “Why me, why now, why here?” you can’t help but ask yourself, even knowing that the question is futile. To kill, to kill, that is the purpose of the Nibleted One, and anyone in its path will perish.”

Don’t Fire Until You See The Yellow Of Their Niblets by Dan Shiovtiz

In this text adventure game, you are working the night shift at Big Foods Super Market.  You have just finished sweeping up the produce aisle and you are looking forward to finally getting off work when suddenly, the Yellow Beast of Corn rises up, looking to destroy you.  This may be because Big Foods has started receiving it’s corn from The Dark Brotherhood instead of Pete’s Produce Wholesalers.

You have three directions in which to run and two aisles in which to hide.  Each aisle features a different way to kill the Yellow Beast of Corn but you’ll have to figure it out quick.  Take too long and the day crew will only find a few pieces of you left in the morning.

Don’t Fire Until You See The Yellow Of Their Niblets is a game that was specifically designed to be played in less than a minute.  Figuring out how to destroy the corn monster is not difficult.  Instead, the challenge is making sure that you get to the aisle with enough time left to put a plan into action.  It’s a fun game and you may have already guessed that it’s not meant to be taken too seriously.

Don’t Fire Until You See The Yellow Of Their Niblets can be downloaded from here.  You’ll also need a TADs interpreter to play the game, which can be downloaded, for free, from TADS.org.

Video Game Review: Vacation Gone Away (2002, Milibus)


Vacation Gone Awry is an old-fashioned text adventure where you wake up on the first day of your vacation in Germany and you discover that your family has disappeared!

Searching your three-room cabin doesn’t do much good.  Your wife and your daughters are nowhere to be found.  Even looking under the bearskin rug doesn’t reveal the trap door that I had been led, by years of playing text adventure games, to expect.  Finally, I went outside, got in the car, and decided to just drive away.

Right, it’s not going to happen.  Your family may have abandoned you but you abandoning them is not an option.

If you do go back to the cabin, you will eventually discover what has happened to your family.  Like many of the puzzles in Vacation Gone Awry, the solution to this problem is to specifically look at everything.  That may sound easy but the cabin is do detailed that it can be easy to get distracted.  I wasted ten turns in the cabin’s bedroom, trying to open my wife’s makeup bag before I finally accepted that it wasn’t an important clue.

Once you discover what has happened to your family, you are free to once again get in your car and attempt to drive into town.  However, while driving, this happens:

It seems that aliens have accidentally lost a piece of their spaceship and now a group of research scientists are on the verge of opening it up and killing everyone in the vicinity, including you and your family.  You have no choice but to make your way through a blizzard, find the research station, and stop them!

Your enjoyment of Vacation Gone Awry will depend on how much patience you have for searching locations and solving puzzles.  This is one of those text adventures where no door can simply be opened.  Instead, you have to figure out how to unlock it.  Finding the solution will often depend on not only carefully reading the descriptions of the location but also taking a closer look at things that you may have already examined.  Especially when compared to more recent works of Interactive Fiction, Vacation Gone Awry is puzzle-driven instead of plot-driven.

It’s challenging but, if you’re a puzzle person, there is enjoyment to be found in the game.  Vacation Gone Awry is available for free on several sites.  I played it at the Internet Archive.

Good luck saving your family!

Video Game Review: Hamburger Hell (1986, J.P. Jansen)


In this game, you are working in a fast food restaurant.  Your goal is to make as many hamburgers as possible.  The more hamburgers you make, the more money the restaurant makes and the more your boss likes you.

Sounds simple, right?

Think again!

In this restaurant, it’s not just about knowing when to flip the burger.  Instead, you have to climb to the top of a ladder and push each ingredient down a level, one-by-one.  (That’s you, at the bottom of the third ladder.)  Making things extra difficult is that there’s a ghost running up and down the ladders.  The more hamburgers you make, the faster the ghost becomes.  If the ghost touches you, you die.  You come right back to life the first four times.  But after the fourth time, this happens:

This is an intentionally dumb but very addictive game.  You can play it at the Internet Archive.

Eat well and watch out for that ghost!

Video Game Review: The Count (1979, Adventure International)


You have just woken up in a bed in a Transylvanian castle.  Why are you there?  You’re on a mission.  What type of mission?  It’s Transylvania and the game is called The Count.  You figure it out.  You’ve got three days to figure out how to kill Count Dracula or you’ll suffer a fate worse than death.  Make a mistake and you might become a vampire during the night.  Try to leave the castle early and you’ll get torn apart by the angry villagers.

The Count is a very early text adventure game, one of the many that was created and designed by Scott Adams in the days when having a personal computer was considered to be a luxury instead of a necessity.  The Count has everything that you would usually expect from an Adams game: minimalist descriptions, silly humor (“The signs says ‘POSITIVE NO SMOKING ALLOWED’ signed Count Dracula.”), and puzzles that often take more than one run-through to solve.  It also has a simple two-word parser that, for modern players, might require some getting used to.

Historically, The Count is important because it was one of the first games to have a fixed time limit.  Timed challenges have always been my downfall, as anyone who has ever watched me play any of Spider-Man‘s side missions can tell you.  Solving The Count is not as challenging as catching Howard’s pigeons but it will still probably require a replay or two.

Like all of Scott Adams’s game, The Count has been adapted for other Interactive Fiction interpreters and can be downloaded for free..  The 1982 re-release, which came with graphics, can be played at the Internet Archive.

 

Video Game Review: Vampiric Tower (2000, Mike Behrens)


Vampiric Tower is a simple but addictive puzzle game that I found on the Internet Archive.

In this game, you are a purple haired vampire in a ten-story, fifty-room tower.  Your goal is to go through each room and collect all of the vials of blood.  Only after all of the vials have been collected will the door to the next room open.  At first it’s simple:

Things get more complicated with each room that you enter.

For instance, in the room above, there’s plenty of blood but there’s also objects in the way.  Fortunately, you can turn into a bat and fly over the obstacles but there’s only so many times that you can transform and you always have to return to your “human” form if you want to collect the blood.  You can push the obstacles out of the way but, if you’re not careful, you can very easily ended up locking yourself into a corner.

Each room has more obstacles than the last and you’ll have to be smart about how you use your transformation powers if you’re going to get all of the vials.

You’re also not alone in the tower.

Those jack o’lanterns may not look dangerous but get in their line of sight and they’ll kill you.

Vampric Tower is a simple puzzle-solving game but it’s also very addictive.  No sooner have you managed to figure out how to escape one room than you find yourself in an even more elaborate and dangerous location.  How quickly can you make it through the vampiric tower?  Play the game to find out!

Video Game Review: Wolfman (1988, CRL Group)


In Wolfman, you are David.  You wake up one morning in your tiny bedroom and you realize that something bad has happened.

A few commands later and you discover that you are covered in blood.

You are a werewolf!  You’ve already killed and you know that it’s going to happen again unless you find a cure for your condition.  For the rest of this challenging text adventure, it is up to you to figure out how to get out of town and find the cure.  Along the way, you will have to find ways to fight off your urges to kill.

Assuming that you get David out of the village, the game will switch gears and you’ll play from the viewpoint of Nadia, a young woman who falls in love with David and who, for David to continue on his journey and ultimately be cured of his condition, has to spend the night with David without becoming his latest victim.

If you pull that off, the game then switches back to being told from David’s point of view as he attempts to solve the final few puzzles that will lead him to the cure.

Wolfman is one of the many horror-themed text adventures that were written by Rod Pike in the 1980s.  Though the majority of the game is text, there are some graphics, mostly still shots of the werewolf’s victims.  In 1988, the graphics were considered shocking enough to get it an 18 certificate from the British Board of Film Censors.

The first challenge of playing a game like Wolfman today is getting into the right mindset to play a 1980s text adventure.  The game’s vocabulary and list of commands is impressive for 1988 but still extremely limited when compared to what we are used to today.  I spent several turns trapped in my bedroom and growing increasingly frustrated until I finally realized that the game considered “look” and “examine” to be two very different commands.

Once you get passed that, though, it’s an engrossing, well-written, and challenging game, one that puts you right into the mind of both a werewolf and one of his potential victims.  It’s available at the Internet Archive.  And, if you’re like me and you usually have to cheat to solve the puzzles in games like this, a walk-through is available here.

My 12 Favorite Trailers From E3


Last week’s E3 saw the release of too many trailers for me to share them all in just one post but I would like to share the trailers for 12 games that I am especially looking forward to.  In alphabetical order, these are my 12 top trailers from this year’s E3:

  1. Anthem

2. Assassin’s Creed Odyssey

3. Beyond Good & Evil 2

4. Call of Cthulhu

5. Control

6. Cyberpunk 2077

7. Doom Eternal

8. Ghost of Tsushima

9. Marvel’s Spider-Man

10. Resident Evil 2

11. We Happy Few

12. Wolfenstein: Youngblood