

The game is beautiful, and it must be the most ambitious EA Originals-published game yet. Tightly mapped corridors are encapsulated by permanently crooked buildings, and any district's denizens may look like fish with legs, wooden dolls, or just best described as monsters. Since its reveal, many have fairly likened it to a Tim Burton movie. The first thing you'll likely notice about Lost In Random is its remarkable art style.

Even isn't able to resist the call to adventure when her sister is, essentially, kidnapped and thrown into Sixtopia with the queen, so she embarks on a rescue mission through the elaborate districts one by one. Meanwhile, her robot army keeps the rest of the colony in line by striking down revolts. Like protagonist Even's sister, Odd, some end up in Sixtopia, where the formidable Queen resides in apparent tranquility. Families are told to embrace this policy and all of its "wonderful" randomness. One-town is the working-class port village, whereas Fourburg is the ritzy casino district home to high-rollers, and so on. Children are sadly quite likely to be separated from their families as they may be assigned by a six-sided die to live in any of the land's six districts, each with its own aesthetic and purpose. In the world of Random, citizens are subjected to a lottery when they turn 12. Lost In Random Review: Playing Its Cards Right While it doesn't get everything right, it does nail its sense of wonder and fills its world with characters who feel like they're plucked right out of childhood storybooks. The board game-obsessed dark fairy tale feels more like an adaptation of a story we grew up with rather than a wholly new adventure - and that's a good thing in my mind. That was on my mind as I played Lost In Random.
