A real-time action RPG adventure.
- NA release: 22nd May 2003
- JP release: 23rd May 2003
- EU release: 6th June 2003
- Developer: FromSoftware
- Publisher: Activision (NA/EU), FromSoftware (JP)
- NGC Magazine Score: 87%
- Mods Used: Widescreen Code


After playing the first, I was very interested in how the sequel improved things. On paper, this is a better game, and it removes aspects of the first that are typically things I hate about RPGs, yet for some reason, I simply didn’t get engrossed in this game as much as the first.

Two things I usually hate about RPGs are random battles and those battles not taking place within the game world. Lost Kingdoms 2 removes both of these and has made me think that my dislike for those was due to not liking traditional turn based combat, which the Lost Kingdoms games don’t have. I really liked how the first game cut a chunk out of the world for the battle to take place in, and that unique look is now gone.

Enemies now roam the worlds visibly, which changes the game somewhat as you can now just run past some enemies. This is pretty much required in some areas as the enemies constantly respawn, but at other points you have to kill all the enemies in the area. Defeating them is still the same as the first game, where it’s a real time battle where you summon creatures from cards in different forms: ones that attack from your position, some that spawn and move around to fight alongside you and others that grant you bonus. One new kind is introduced: transformation cards.

These cards turn you into a creature as you move around and use their abilities. These are important for navigating some levels, as they can let you jump high, smash through barriers or fly. However, while they look like powerful creatures, they’re awful in combat, so on the majority of levels they clutter up your very limited deck, and you can’t attack if you run out of cards. I also found a lot more cards were wasted as enemies are far better at dodging, with us something the main character, Tara, can’t do.

Lost Kingdoms 2 has voice acting this time, although Tara is a silent protagonist up until the very end (where she speaks in the final cutscene). She still has conversations with people, but just hearing one side sounds really awkward, especially when Tara is discussing her emotions with zero dialogue and no change to her facial expression. The story itself doesn’t fare better and the game ends before you reach any meaningful story beats. Tara wanders around wondering what her obvious real identity is and a big monster attacks the castle. The gloomy atmosphere of the first is gone and nothing has really replaced it.

It’s a shame, as this really should be a better game in all areas. It’s still really good, I just think it loses some of what made the first special.

Fun
The sequel, imaginatively titled Lost Kingdoms II (but, on the other hand, it would have been foolish to call it Super Crazy Lemming Golf 4) does everything a good sequel should, we’re happy to report. All the graphical enhancements we mentioned in out previous are present and correct. And the cut-scenes, and extra character abilities, certainly add considerable depth.
Tom Mayo, NGC Magazine #81
Remake or remaster?
A remaster of both would be great.
Official Ways to get the game
There’s no official way to buy Lost Kingdoms II.

Europe

Japan

North America
GameCube Games by Date
2002: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2003: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2004: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2005: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2006: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec


















Reading this review was fascinating. I’ve come to believe, more and more, that it is important to “inconvenience” the player from time to time, in a way that serves the game and its enjoyment.
What you described about the game having more QoL features, but feeling more empty as a result, definitely feeds into that. “Random battles that load a separate environment” might sound like an annoying element, but it sounds like removing that element took away a significant piece of enjoyment from the series.
I’m of the same mind.
To use a recent game as an example. Metroid Prime 4. I’ve seen a few complaints that the auto-save is borderline useless.
But well, it’s a Metroid game, the risk of dying before you reach a save point and losing a decent amount of progress is part of the atmosphere that the series is so lauded for.
Part of me thinks Retro made the auto-save so unreliable precisely because of that. Got no proof, but it would make sense.