Did you ever wonder as a child what happened with your toys when you fell asleep? Check out our full review of Toy Odyssey: The Lost and Found to find out!
|Release Date||September 20, 2016|
|ESRB Rating||Everyone 10+|
*A copy of this game was provided to FYIG by the publisher for review purposes*
I can remember as a child watching Toy Story and feeling completely immersed in the toy world that was unfolding before my very eyes. I get that same feeling from playing Toy Odyssey: The Lost and Found on a bit of a smaller scale. There’s just something quite inventive about a world of toys. It suspends your reality and shrinks you down into a different place.
Toy Odyssey begins with the main character, Brand, who quickly learns from a lightning bug, Buck, that his owner, Felix, has been having terrible nightmares. Your quest is to help out Felix. Simple enough concept and one that makes the adventure that’s about to unfold easily to understand. Pike ventures out of the room only to encounter one of “The Lost Ones”, a toy who has been neglected for so long that the darkness has consumed him. It’s a cool way of introducing us to the enemies of the game. Shortly after, we learn that our objective is to retrieve all toys that aren’t lost. The reason given is that they all need to stick together.
Part of the reason these toys need to stick together is that they need to defend your base (your bedroom) from raids. While you’re venturing off as Brand at night, you leave your base vulnerable to attacks. The more toys you rescue and the more crafting materials you bring back, the better. There is a construction area that allows you to make defense towers and barricades among other things. You use the in-game currency of nuts as well as whatever crafting material the item requires for this.
Crafting doesn’t end with the base defense element. There’s also a crafting table that allows you to create weaponry for Brand to use against any foe he comes across. These weapons range from swords to guns to ninja stars, etc. Each type of weapon works a bit differently with thins like spears hitting enemies that are farther away while swords have more of an arc. Having these different types of weapons makes the gameplay more enjoyable and give you a bit of a different strategy depending on what you pick.
Each night when Brand goes off into the house to explore, the composition of each area changes. It’s a very different concept for a platforming game and it works well here. No two rooms ever feel exactly the same. Now granted, the levels are all fairly similar and there isn’t too much of a difficulty in finding how to get to the next area. The map is hidden until you find a power generator to turn the lights on and show you all the rooms on the side of the house you’re on.
While it is fun to go through and encounter a bunch of different enemies and loot, it does get boring over time. This isn’t helped by the fact that if you die, you have to restart at your base and go through the house all over again to the room you’re trying to get to. Unlocking the doors doesn’t make anything easier. If you don’t have a key, you have to search for one to unlock the next area. It results in a frustrating experience and it was usually what made me want to stop playing for a bit. That doesn’t mean the game is bad, more that it doesn’t hold your hand and that it challenges you.
|Brings back memories of 16-bit era||Death results in restarting from base which becomes tedious|
|Areas dynamically change|
|Crafting system is a cool addition to a game like this|