I love a good redemption arch. There is nothing more satisfactory than taking a villain who once seemed impossible to save and look at them, against all odds, grow into a good person. They are still incorrect, but it is this willingness to admit in the past and to work on themselves that makes the unit of this story so convincing. And that is what is driven lost randomly: the eternal door.
You play as Queen Aleksandra, antagonist in the previous game, who is sucked into the mare and her once dominant form turned into a little girl. In this game she is weak, vulnerable and will have to lean on others more than ever before. It is a wonderful, albeit predictable, attitude for a minor sequel like this, but after a few hours spent on their countless biomas that fight enemies and makes new friends, it is already shaping to be a good time.
Poker in the Purgatorium
I get this out of the way immediately – lost randomly: the eternal players and is structured exactly as Supergiat's Hades. Given the impact this masterpiece had on the genre, it is no surprise to see Stormteller games pull from it so liberally. Before and after each run, Aleksandra will crash back to a hub world called home by a growing number of merchants and helpful allies who often have a new dialogue and information to deliver.
There is both a narrative and mechanical incentive to fail, whether it is to draw a few words to your favorite characters or upgrade a sword with new buffs and improvements. But it is much more simplified, and even after only a few short hours, it feels like I have started to learn the complications with most battle mechanics and exactly how deep the hub world aims to go.
The fact that many of the characters you meet are merchants with creative personalities are also not bad, whether it is a cockney mech that stores your weapons in his cracking body or a regrettable snail creature that ironically makes you new clothes. You will meet a bunch of crazy personalities that feel pulled directly from an hour Burton girl.
Like the original game, it is difficult to watch the visual here and not recall movies like Corpse Bride or The Nightmare before Christmas. It leans hard into the iconic aesthetics.
Unfortunately, the delicious character designs do not transmit to environments, which are mostly lifelessly predictable castles and swamps that blend into each other after a handful of runs. You can develop a sense of autopilot by cutting through enemies and ending platform challenges as most of them are quite simple, while some mechanics lack the depth you want to create nuanced and/or broken buildings that you may be in Hades.
Despite its obvious simplicity, battle is still fun. Aleksandra can choose between four unique weapons – swords, bow, spear and hammer – all of which keep their own in battle and have different reach, abilities and in which they can be upgraded between each run. I found myself sticking to the sword and upgrade it to full force before I moved on, which is a strategy that I have adopted in similar games until I have mastered a single offer. You can perform heavy and loaded attacks by keeping the same button, while Dodging is very important when it comes to avoiding promoting enemies.
At the beginning of and during most runs you also take up a short ability, which will be completely random. It can briefly stop the time, throw out poison pistons, release bolts of thunder or something else completely. Like weapons, you are encouraged to experiment and try all combinations. However, I have only stumbled across a couple so far, and often the best approach is to spam attacks as soon as you have them, rather than integrate any real shade.
Merchants, puzzles and similar things can be discovered on runs that are entered into the general development flow, which adds a welcome taste of taste to every run.
Your final attack is your dice buddy wealth, which can be thrown at enemies and deal with damage that is representative of the number he lands on. Get one, so it won't do anything, but land a sex, so you are in business. When the dice are thrown, you must jump into the battle to get it back, add a risk and reward voltage to most meetings that are easy to estimate. But since you will lose some health on this trip, it may be easier to stick to regular attacks, instead of taking a dice -based risk.
Inspired by Hades' Godly Boons, you can also pick up relics after most combat meetings, which correspond to a certain color that you can place in a grid. Set three of the same color, and you will earn the corresponding ability, along with a bonus for certain skills. I thought this was the eternal Die's most captivating new addition and transformed random forces into a cute little puzzle that is completely its own that extends beyond battle and exploration.
Back from the edge
However, putting all the slicing and dice aside, Aleksandra is still my favorite part of the whole experience so far. As the villain we fought in the previous game, it is fascinating to see her fight with the lack of power that she once used to control and how her new form forces her to count on people she has hurt and the mistakes she made before. You will often encounter memory fragments on runs that contain short extracts of dialogue that causes our hero to sprinkle on what her life used to be. You get enough context to both care and continue digging, in the hope that as the story progresses, we will see the facade eventually fall away.
Lost randomly: The Eternal Die is a bite size with what I assume is a lower budget to match, but despite this reduced ambition it still has so much to give. I am not sure if it will be able to match the greats it takes clear inspiration from, but by telling an emotional story from a new perspective, its passable battle and exploration can become part of a much larger whole.
Lost in Random: The Eternal Matrix
- Published
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2025
- ESRB
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E for all // mild fantasy violence
- Developer
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Stormter -game
- Publisher
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Thundering publication