Lost Dimension: Final Thoughts

So, it took me three playthroughs, but I managed to finish Lost Dimension with a full bond with all of the characters and so was able to see the actual ending. Also, playing it on Easy, I managed to get S ranks on all of the missions. After my second playthrough, I only had Nagi to bond with … and, wouldn’t you know it, she was listed as a traitor on three of the four chapters, including the first two. However, she was never a traitor, and was key to my winning the final battle with “The End”.

The difficulty of the final battle increases massively when you are aiming at the true ending and have all of the bonds. The final battle the first two times was pretty trivial on Easy, and I didn’t lose that one once. The final battle … was much harder. I failed it the first time, and managed to beat it the second time with two characters KO’d and because I managed to daze “The End” which gave me an open shot at him with most of my characters, and let me do that with a Back Attack which does more damage.

I think the game has potential, but if I had to characterize its flaws I’d have to say “I want more”. The characters are interesting and have interesting stories, but I wanted the game to go into more detail, and make the interactions deeper. The story is interesting, but again I wanted it to be deeper and more integrated into the game as opposed to being revealed in cutscenes at the True Ending. The combat is fun, but — and I never thought I’d be saying this — I wanted a bit more of it, as there aren’t enough missions to stop you from getting bored on subsequent plays. The only thing that really works is the deduction and traitor mechanism, and it’d still be nice if they could add more ways to deduce who is the traitor — by looking at behaviour — and maybe even a way to influence who it is. Ultimately, the game is, in almost all ways, a Persona-lite with a traitor mechanism. It would be greatly improved if it could move from being a Persona-lite to a fuller game.

The problem is that one of its more unique mechanisms — relying strongly on replaying it — will be hurt if depth is added. Replaying it was relatively painless because it was so short; I managed to finish a playthrough over a couple of days of watching sports and playing the game, so about 10+ hours. And once you knew how to go about the missions, they weren’t all that bad, either. Triggering the companion missions was short and mostly mechanical; you didn’t really have to sit through a lot of boring stuff that you’d already seen for that because there wasn’t that much of it. The small number of missions meant that you didn’t have to, again, fight through a lot of missions to finish the game, which is one reason why the game was so short. All of this won’t work if you add more depth and story scenes and character scenes and combat missions. But doing that is precisely what this game needs to move it from being a good game to a great game.

The ending sets up the possibility of a sequel, although one that might have to run on a different mechanism, at least for fans of the game. At any rate, I recommend playing this game if you like the Persona games or think the deduction mechanism is something that interests you, as long as you understand that it isn’t as deep as it could or should be.


2 Responses to “Lost Dimension: Final Thoughts”

  1. Akiba’s Trip: Thoughts After Completing it Once | The Verbose Stoic Says:

    […] my comment on this game is exactly like my comment on “Lost Dimension” … I want more. I want more ability to influence and interact […]

  2. Final Thoughts on The Nonary Games: Virtue’s Last Reward | The Verbose Stoic Says:

    […] I played Lost Dimension and Akiba’s Trip, one my main comments for both of those games was that I wanted more: more […]

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