Touch Survival Kids

  • Post last modified:Monday, April 5th, 2010
  • Reading time:3 mins read

Lost in Blue feels a lot like Zelda 1. Same sense of constant danger, being stranded somewhere to fend for yourself. In Zelda the danger is mostly from monsters and things. Can’t explore too far or they’ll kill you. Have to work your way up. In Lost in Blue, the dangers are hunger, thirst, and exhaustion. I’m just gradually building myself up to explore further and further inland. I keep finding miraculous things like an empty glass bottle, washed up on shore, that lets me carry water with me. And long sticks, that I can fashion into spears. And logs, that I might be able to build something with eventually.

It’s a lot like the treasures in Zelda, which you just sort of find, and which mostly seem special because they’re something you found, that might help you, rather than because they’re the key that unlocks the next door that lets you go forward (as in the later games). Though they might have that effect, It’s not that direct.

I’m surprised the game doesn’t make more use of the touchscreen — even in the menus. Strange to have to actually press the start button when it says “PRESS START”. And it’s weird that you can’t just dump stuff on the floor of your cave. It’s not like the twigs would go anywhere. I can see a certain limit, like after a certain point the girl complaining that, what with her unable to see (you step on her glasses near the beginning), she’s liable to trip if you clutter the place any more.

I found raspberries!

Castlevania is… there. It is what it is. It’s another Castlevania. A pretty good one. I think my save file getting corrupted just soured me on everything. It was my own fault. I think I turned the system off while it was saving.

The first part of the game is wonderful. Then it gets boring. Then more boring. Then more boring. Then it gets better, then better, then more boring, then a little better. You actually aren’t ever in The Castle, as such. Though when you’re on the fringes of this mess of a hideout, things are much more well-defined. The level design is just really good in the first two sections of the game. And it looks interesting and has great music. The two towers are great. The best clocktower ever. And there are some great touches. In between, though…

The whole middle section is just monsters on shelves, that you cut through to get to the next room. It’s weird, because there are such good parts on either end. It’s like the level designers fell asleep for half the game. Maybe they just left the whole middle section open, figuring “we’ve got the outlines; we’ll fill the rest in later.” Then deadline approached, and they just went and scribbled in every middle square as quickly as they could. That the map is so well-conceived overall seems to support this impression.

I got disenchanted somewhere around the ballroom, and I don’t think I ever quite recovered. A shame, considering how much good there is here.