

Whenever you use spells, you’ll need to refill your MP with items. You can purchase or find spells throughout the game, but MP is just like HP, save for the fact that it never gets restored automatically. There’s a dearth of weapons available, meaning that you’ll be sticking with the same ones for almost the entire game. The stabbing weapons, on the other hand, are weak and also have poor range. The overhead slashing weapons are slow, have poor range, and are just overall tedious to use. Melee attacks come in two forms: stabbing weapons and overhead slashing ones. For one, the combat isn’t noteworthy at all.

It’s a solid game, but it doesn’t have much to offer over any similar titles. With a complete focus on survival, Lost Ruins could have stood out more. It honestly feels like a missed opportunity to me. Traps abound, meaning that I was reloading my saves to get through with minimal damage, all the while carefully hoarding important resources. Enemies aren’t around in great numbers, but the almost survival horror-level emphasis on reducing damage and managing your supplies scratches a certain itch. You’ll need foes to drop healing orbs or eat food that you’ve picked up. Enemies do a lot of damage and save points don’t heal you. And that appears to be true for the first half hour or so. When you first start a game in Lost Ruins, it’s quick to tell you that this is a survival experience. But it’s also short, weighed down by poor combat, and surprisingly reliant on elements lifted from Castlevania: Symphony of the Night.
#LOST RUINS TRAINER PLUS#
The visuals are pleasing, plus I do appreciate some of what the game attempts. But there’s a problem: it’s simply too afraid to commit, which ends up making the game’s main unique feature more of a passing idea than an actual focus. Lost Ruins appears to want to try things differently, with a stronger emphasis on survival and careful play. Too much of the time they tend to regurgitate familiar ideas. I’m all for Metroid-likes trying something new.
