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Lost Kingdoms: Story
built 631 days ago
Lost Kingdoms is a very pleasant surprise, even if it's not the pure RPG some GameCube fans are hoping for. The story isn't exactly deep and interaction with other characters is rare, but the fun battles and the strategies behind deck-building more than make up the difference. Don't try it just because it's the GameCube's first RPG?try it because it's a very good one.
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Lost Kingdoms With the appearance of his latest novel, Lost Kingdoms, Phillip H. McMath has completed his fictional trilogy beginning with Native Ground (1984), then Arrival Point (1991). Now in Lost Kingdoms, the fictional Elizabeth Shaw flashes back via grief and remembrance on the death of her son, Christopher, the Marine hero of Native Ground killed in Vietnam. Through this medium of memory and loss is woven in the lives of several families (White, Black, and Red) the tragic story of Arkansas, the South, Southwest, and Mexico, which slowly emerges as a philosophical-historical tapestry not only as a tale uniquely its own but a comment on the meaning of history itself.
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As you can see, Lost Kingdoms doesn't offer up much in the way of narrative thrust. The story told is a simple one, comprised of a miniscule number of characters and relatively few locations. Yet, while the tale told isn't exactly grand in its presentation of narrative implications, it is serviceable and manages to keep the player interested as events unfold.
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