The GameCube holds a unique place in gaming history. Although it didn’t attract as many third-party developers as the PlayStation 2, which ultimately dominated that console generation, it was known for taking risks and trying new things. The GameCube often offered fresh and experimental games, and exclusives like *Eternal Darkness* and *Pikmin* really stood out by offering innovative gameplay experiences.
I keep thinking about a GameCube game called *Lost Kingdoms*. It wasn’t a huge hit when it came out, but it’s stuck with me for over twenty years. What makes it special is that it was made by FromSoftware – the team behind massive action games like *Dark Souls* and *Elden Ring* – and it offered a really unique take on fantasy action that I haven’t seen replicated since. It’s time for a new version!
Lost Kingdoms Is An Unsung Gem Of The GameCube Era
FromSoftware has been making games for a long time, starting back in 1986 by creating business software before moving into the video game industry. They’ve become incredibly popular thanks to games like *Dark Souls*, *Bloodborne*, and *Elden Ring*, but they also created other well-loved series such as *King’s Field* and *Armored Core*. However, one of their most interesting and unique games is still *Lost Kingdoms*.
Lost Kingdoms, released by Activision, starts as a typical fantasy action game. You play as Princess Katia, who sets out to find her father after he disappears in a strange fog. However, the story quickly becomes more interesting, cleverly playing with common fantasy themes. For example, a character who seems like a villain, Helena, is actually on a quest similar to Katia’s.
Unlike many other fantasy games, *Lost Kingdoms* is unique because it centers around building a deck of cards to fight battles. The game’s protagonist, Katia, starts with a special stone and uses a deck of magical cards to cast spells and summon creatures, helping her defeat enemies. Players can improve these cards, evolving them into more powerful versions. A key feature is the ability to capture defeated enemies and add them to your deck as new cards – there are over 100 different cards to collect and customize your strategy with.
As a fan, I was really intrigued by how this game handles combat. It’s not your usual card-based strategy where you carefully plan everything out. Instead, it feels much more action-packed! You’re still dodging attacks and moving around the battlefield constantly, trying to find the best moment to use your cards. The elemental system – like rock-paper-scissors – means you can’t just rely on a set strategy. It feels less like building a powerful deck and more like flipping through a spellbook, desperately trying to find the right counter at the right time!
Lost Kingdom’s Brought Deck Building To The Fantasy Epic
Despite its unusual name, *Lost Kingdoms* was a perfect fit for the GameCube. Unlike most *Legend of Zelda* games that emphasize action and exploration, *Lost Kingdoms* stood out with its unique combat system. Players built custom decks of cards, and figuring out the best combination for each challenge added a smart layer of strategy, requiring careful planning and preparation.
Katia wasn’t a strong fighter herself, which actually made the game more thrilling. Players couldn’t rely on her combat skills, so they had to carefully navigate dangerous situations using strategy and quick thinking. Avoiding enemy attacks was crucial, and Katia would often summon a creature or change into a spell form to deliver a powerful blow.
In *Lost Kingdoms*, players received four cards during exploration, each linked to a different button for casting spells. This system cleverly connected the deck-building aspect to the fast-paced action of the game. The combat felt fresh and memorable, even though the game generally followed the familiar style of fantasy adventures. As the story progressed, it explored more complex moral questions and built a genuinely threatening atmosphere. Overall, *Lost Kingdoms* was a smart and inventive game that creatively played with the conventions of the action fantasy genre.
Lost Kingdoms Is Due For A Revival
Released in North America on May 29, 2002, *Lost Kingdoms* offered a fun and unique experience, particularly with its deck-building and combat. While generally well-received, critics noted the game was a bit repetitive in its music and relatively short. A sequel, *Lost Kingdoms II*, followed in 2003, but neither game became a major hit. The series hasn’t seen much activity since then.
Now that FromSoftware has become a more well-known developer thanks to recent popular games, it might be a good time to take another look at Argwyll. The game smartly combined deck-building strategy with action-adventure gameplay, offering a fresh take on the genre by moving away from the usual focus on combat or role-playing.
Although *Lost Kingdoms* wasn’t praised for its graphics or music, the studio has since become well-known for the stunning art in games like *Elden Ring*. Revisiting *Lost Kingdoms* could allow for a more complex and morally gray story. Instead of a typical villain like Thalnos, a new version could feature multiple kingdoms led by flawed heroes, forcing players to question their own actions. Considering how much FromSoftware has improved over the years, it would be exciting to see them reimagine *Lost Kingdoms* today.
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2025-10-19 20:12