So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself, "The Lost Mystery" is a soulful action role-playing game that shows the twists and turns of warrior girl Hilda's journey to the cursed city of Aphros alone.

2025/05/2803:27:37 game 1538

is written in front: Because it was written in a slow manner, I found that the production team had removed all the labels and descriptions of "Soul LIKE". But I think that I have to make some major changes based on this adjustment... So I'm sorry, everyone, please make do with it, I won't change it.

According to the production team Acme himself, "Lost Mystery" is a very soulful action role-playing game, showing the twists and turns of warrior girl Hilda's journey to the cursed city of Aphros alone. There, she will "match together" with the major forces, while searching for her father and partner, she will find out the real reason for the outbreak of the curse, and join forces with the remnants to try to lift the thousand-year-old curse and rescue the suffering people.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

. On this basis, when commenting on this game, people often emphasize their identity as domestic games - after all, for a long time, this tag means that everyone will pay special attention to the game or be particularly tolerant.

But this statement... although it cannot be said to be completely wrong, it is at least inaccurate and not rigorous.

Because as you can see:

The heroine of the game is straightforward and natural, the monster design is clean and clear, and it is quite funny. Many details revealed in the collection and side missions are also filled with the relaxation and brightness of the whole age. The overall view is closer to the classic Lion Gate "The Fables of Gods and Ghosts" of that year, or the unpopular "The Legend of the Gods and the Chronicles of Ayu. I really can't find too many "soul" games that should have a deep and bitterness;

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

Even the treasure chest monster is so stupid and cute

This game does not have the equipment system, upgrade system, and the physical strength restrictions that have been popular in recent years (at least not in combat). Only six fixed initial weapons corresponding to the three major combat styles, including swords and shields, heavy hammers, spears, double blades, staff and bracelets, can be used, upgraded, unlock more active skills, and the overall settings are closer to the classic action of Devil May Cry, or Ayu The popular new Assassin's Creed series allows players to make dazzling combos that kill all sides in simple difficulties, or challenge themselves in extreme difficulties;

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

This game does not completely adopt the iconic fragmented narrative of the soul game (thank God), but uses a series of main tasks to string together the stories of each major region, fill the gaps between the stories with branches and "echoes". Finally, A separate narration will be provided with PPT to interpret the truths and metaphors contained in the story for players - it has to be admitted that the epic feeling above this dilemma is indeed full of soul flavor, and it is well-connected with the exquisite map of "the door cannot be opened from this side" and almost non-existent task guidance form a very iconic aspect of the soul game; but it is obvious that it is a bit far-fetched to use this to claim the attributes of "The Lost City" of the soul game, and it is absolutely wise to force the comparison of the two types of games.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

As for domestic games, I think since the production team uses the classic Hollywood routine in "The Lost City" and from the perspective of a Nordic female warrior, it tells an adventure story from the mythical world view of ancient Greece. It is neither dubbed in Chinese nor seen the familiar Eastern Host. The person in charge of the official live broadcast is also a conscientious foreigner, then I think the attitude of the production team is already quite obvious, right? In this case, it seems a bit impolite to emphasize his identity as a domestic game.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

What's more, after experiencing so much, Chinese players have become more and more rational. They prefer to evaluate the quality of a game with actual experience rather than cultural labels, and will no longer easily take out real money for the sake of a light and smooth "the future is promising"...

is also good, which means that the issues we need to discuss next are quite pragmatic: only looks at the game experience, is the current "Lost Mysterious City" worth the money?

Open the store interface of this game again, and you will find that the answer seems to be obviously no. After all, the game's positive review rate has not even exceeded 80% in a few days. I'm completely sorry for the exquisite trailers; but if you have paid attention to these data after the game is released, you will also find that the game's positive review rate is quite stable and stable, which seems to indicate that players' evaluation of this game will be significantly improved over time, which is also in line with my own gaming experience.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

So after almost twenty hours of experience, I am willing to admit that "Lost Mysterious City" is an interesting work with many flaws but easy to fight. Its restoration of magnificent buildings, the design of the soul map, the vivid interpretation of the various aspects of the world under the dilemma, and the meticulous display of various ideas of various forces are also quite good points, so overall it is absolutely worth the money.

The biggest problem with this game is that it emphasizes its role-playing attributes, emphasizes the gradual progression of all aspects, and lacks sufficient rich and interesting content to support this slow-paced happiness. Therefore, it failed to show its core charm in time, and instead exposed the production team's powerlessness in detail control too early, and may even dismiss the many screen parties who came to visit in the prologue of the game.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

, there is no need to explain this too much, right?

Comparing the wallpapers and promotional videos given by the production team, we can clearly feel that in the game cutscene, the heroine has fair face and beautiful skin, but she is as angry as a 3D doll. She nods and lowers her eyebrows and smiles, highlighting her exaggerated and stiffness, and looks like she can't even reach the level of Disney animation more than ten years ago.

After this, you will find that many times the pronunciation of the heroine (and other NPCs) does not match the lip shape completely, and then you will find that there is no dubbing in the "insignificant" branch dialogue. The experience along the way will undoubtedly systematically strengthen the disappointment caused by the previous sense of gap, and it is not surprising that it will eventually become a part of the criticism in the negative reviews.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

However, this really means that Acme is not as skilled as humans, and can’t make vivid characters’ expressions?

is right, it should be like this. Although I think this is actually a little related to ambient lighting, it is essentially because the production team lacks technology or funds (or both), and they are really unable to support the heroine's rich expression with a three-dimensional sense.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

Fortunately, the production team is also aware of this. After the prologue, they rarely deliberately arrange close-ups of the heroine's facial features. More often, you will follow the heroine's vision and focus your eyes on the desolation of the wasteland, the majestic city walls, the bleak streets, the magnificent fortresses, the magnificent palaces, and the magnificent temples. Combined with the game's background music, which is quiet or magnificent, gloomy or sad, is enough to wipe out the "childish" in the game style, and it also makes me feel regretful while taking crazy screenshots: How good would it be if this game had a professional photo mode. It's better if

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

doesn't have it, it can be regarded as completely cutting off the players' impulse to pause the game and appreciate the heroine's heroic posture on the battlefield. In this way, the player's attention will still be attracted by the battle itself... and then I found that the game's combat system itself seems to be a little unsatisfactory.

This does not mean that the weapons and moves in "The Lost City" are not rich enough. On the contrary, although the game only provides six weapons with four attribute enchantments, each weapon has at least six unique skills, including initial combat skills and ultimate skills. It not only effectively meets the player's group damage, burst output, ranged attack, melee defense and other battlefield needs, but also looks very open and close, which is extremely cool and has a lot of ornamental value.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

Not only that, in terms of details, the ordinary attack of the weapon will also vary slightly depending on the heroine's status. For example, after sprinting and dodging, the ordinary piercing of the spear will become a forward sweep, the ordinary swing of the sword and shield will become a powerful downstrike, and the staff... Although it will still fire magic energy at the enemy, its attribute form and even the attack mode will depend on the type of enchantment and the length of the power accumulation of the player. Although it is a little cool, after mastering it skillfully, it will also be a combat advantage visible to the naked eye.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

This does not mean that the types of enemies in "The Lost City" are not very good. It is true that the phenomenon of enemy modeling and skin replacement in the late stage of the game is quite serious, but I believe you can also notice that in the upgrade sequences such as ordinary werewolf, blood-patterned werewolf and winged werewolf, the advanced werewolf is not only bigger, stronger and more aggressive, but also has advanced combat skills and outstanding magical talents. If you only consider it a large werewolf, the heroine will suffer a little in the battle.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

Not only that, there are more than twenty thrilling boss battles in the game. Although there are indeed traces of rushing work in the middle and late stages, you can still present the old elegy to the Siren Queen on the big stage, or take off heavy responsibilities for the Grand Consort in the arena - the former made a grand debut in the esoteric conspiracy, gradually guiding players to reveal the painful curse of "The Singer" from Wang Chengshen. Therefore, as the heroine slowly rises to the center of the stage, this fateful battle becomes the perfect curtain call for the singer to wait for thousands of years; the latter, as the victim of the nobles, serves a gray metaphor outside the story, aiming to show you and me the hypocritical and absurd contradiction between procedural justice and absolute justice, and the sound of idealism gradually shattering in the real world.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

2

The two bosses are either sad and romantic, or painful and realistic. They are both the stage protagonists that fit the current story, and they also play an important role in the main story. I personally think that the information they carry is more valuable than the fight itself; and if you just want to fight happily, then before the final chapter, on the glorious night, legendary creatures that are only found in various mythological stories will appear in Aphros illuminated by the stars, it depends on whether you want to run all over the map and catch them all in one go.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

In this way, the problem appears in the middle between the action and the enemy, and it is a cliché sense of blow. This time, we won’t worry about the details of the concept. Just to say that in "The Lost City", the main reason why you can’t experience the sense of blow is that the enemies in the middle and late stages of will indeed ignore the heroine’s hit effect and continue to output, resulting in the visual sense of the battle being more like the enemy and us dancing without any tacit understanding, rather than fighting each other with swords and swords.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

So it's really ironic. This "not fun" design is completely reasonable in the logic of the role-playing game. After all, the guy who appeared at this time was either a fully armed battlefield elite or an exaggerated stone giant. He couldn't be like a black street gangster, and he was staggered by the heroine, right? And in fact, these combat elites are only a little more powerful than gangsters, and they will be unbalanced and straight (that's a few seconds) if they can fight for four or five more times. However, such important details are really inconspicuous in combat, especially in one-to-many scenes. It is normal to complain wildly after being ignored.

What is more ironic is that such a boring step-by-step progress is also perfectly consistent with the story background. After all, the heroine, as an outsider who broke into Aphros, cannot be fully trusted by the organization from the beginning. She needs to go to the slum controlled by the Iron Axe Gang to do something and complete the task to show her ability and sincerity, so that she has the opportunity to enter the city to mix with the mess left by various forces.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

In this process, the heroine can also gradually understand in various ways that the Tomahawk Gang dressed in a wasteland gang is actually a rebel army. Many years ago, under the leadership of Ballard, he rose up to drive away the fat nobles, and thus established a chaotic rule under high pressure on the "Black Street". And this Ballard is not just a simple green forest. He has lofty ideals, a clear brain, aristocratic connections and superb diplomatic skills. He can shake hands with the worst enemies and make peace with the worst enemies. He is willing to negotiate with the heroine calmly... Then because he is not a speculative person, he is beaten under the throne by the heroine.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

In this way, the heroine completed the task "successfully" and knocked down the first domino, making the remnants realize her outstanding combat power, let the cult smell the opportunity for expansion, and the armaments in the city were properly upgraded, allowing a consul to secretly make up for justice, laying a small foreshadowing for her tragic fate. While applauding this story, I almost forgot a little problem of "uncomfortable": Didn't the

production team say that players can freely choose and use this to influence the direction of the story? Why can none of the choices save Ballard's life?

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

What made me speechless was that the noble NPCs also criticized and educated the heroine fiercely, scolding her for being impulsive, reckless and ignorant of the general idea - please! Although NPCs had been trying hard to instigate him at that time, I immediately realized his conspiracy, and then took the initiative to negotiate with Ballard with sincerity. After the negotiations broke down, I naively thought that he would only have multiple bargaining chips to win. How do I see the criticism of everyone? The heroine immediately admitted her guilty state as if I was deliberately trying to kill someone?

Fortunately, the civilians were filled with joy after learning of the hero's death, which was enough to prove that this guy had betrayed his ideals back then and became a good tool for stabilizing a force in the eyes of the nobles. When such people become powerful, they often have a flexible bottom line, and they will not only be able to satisfy their desires, but also indulge their subordinates in doing things that are more hateful, terrifying, and more guilty than ordinary nobles.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

To a certain extent, this is the focus of the biggest problem of "The Lost Mystery": the production team wants to show the freedom of the role-playing game in this work, but they are unable to support different contents that match the player's choices. They can only guide the player to a fixed choice in terms of details (such as arranging an NPC to encourage the player) so that the story development will not seem too abrupt.

: "The Lost Mystery" itself tells an excellent linear story. I think this approach is at most unnecessary and will not affect the player's gaming experience. However, similar problems may be a true disaster in other aspects - yes, what I want to spray is "Star Ze". As a rest point, this thing really has no presence in the early stage, so many times when I find that I am still lost, I am too lazy to activate it. Otherwise, if I accidentally "rest" for a moment, the enemy will refresh on the spot, and I have to do it again.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

But I didn't expect that the process was almost halfway through, and the production team suddenly remembered that this thing can be used to transmit to each other...

Of course, from the story plot, it was the heroine who finally won the trust of the organization and obtained an epic magic upgrade, which gave me the magical ability to shuttle through the "Star Ze"; from the perspective of role-playing games, the heroine has indeed gradually obtained an enhanced version of some ability; overall it is still reasonable, but will the players really be excited about getting a recognized initial ability at this time?

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

Anyway, I won't.

swearing and re-running the map and activate "Star Ze" has made me very upset, but what makes me unhappy is that this problem can be avoided: whether the production team wants to facilitate players to integrate the equipment upgrade system into "Star Ze", or wants to make things difficult for players to bind the point system to "Star Ze" to effectively attract players to activate the rest, so that they can experience the surprise of accidentally inserting willows in the later stage of the game.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

Life seems to have come to an abrupt end at some point

But that's fine. Along the way, I have also found a lot of keys, secret doors, channels, treasure chests, files and missed echoes before, so I can relive the exquisite map design of "The Lost Mysterious City", and complete several side tasks. Then I found that these little people without modeling and name also have outstanding stories. Their fate is like stars, forming an inconspicuous piece in the night sky, pieced together all the zeros that do not exist in the eyes of big people, and also interpreting the world's lost voices of mutual support.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

It was similar details that deeply touched me, making me believe that Acme is just lacking experience and cannot do appropriate subtractions at all under the premise of a limited budget. It can only focus on core experience and self-expression, but it does not realize that my understanding of such complex games has some problems.

So it's really ironic. In the end, I still want to give Acme a light "the future is promising", and I sincerely hope that they will have the opportunity to correct those mistakes in the next work, so that more players are willing to explore the lost mysteries illuminated by the stars.

So sorry, everyone, please do whatever you want, I won’t change it. According to production team Acme himself,

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