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Lost Coastlines, by William Dooling
3 of 3 people found the following review helpful:
It’s time for a nap, November 7, 2024

This game looks at what could happen when you fall asleep and dream.

Overview
I want to keep myself from going on a tangent of Lost Coastlines vs. Skybreak! since this review is ultimately about Lost Coastlines, but that is probably inevitable. Both are excellent games. They are also the only ADRIFT games that I have committed to playing because I always run into lag issues (not the authors’ fault) that make me hesitant about long, epic pieces. These two are definitely worth it.

I must confess, Skybreak! wins me over a little more, probably because I am into science fiction. Sentient-computer-adventure-friend/narrator is tough to beat. But Lost Coastlines has a lot of great features not found in Skybreak! Ultimately, they both bring something new to the table while retaining similar structural framework. If you have previously played Skybreak! which came out a few years ago, you most likely will say to yourself, “this seems familiar” when you launch into Lost Coastlines. Same goes for the other way around. William Dooling has a distinct and creative style.

Gameplay
Lost Coastlines begins with character creation. You choose factors like where you fall asleep or what type of person you are in the day which then determines your skillsets and some of the gameplay content. I thought this was clever because it makes the gameplay more personalized to what interests you the most. You then decide who you want to be in the game, such as a Scientist or Mystic, which also sculpts your adventures. Lots of possibilities. I highly encourage you to use the author’s nifty guidebook for this portion.

A key mechanic in the game is with stat related encounters where the game lists your options along with the skill used in each choice and the probability of success. It is also colour-coded! I thought that this was a consistent structure. It is easy to keep track of your stats for these encounters and I did not experience burnout after several hours of this. One of my favorite features was how you can wear individual clothing items to improve your stats.

The part that took me the longest to manage is the currency system. Believe it or not, gold and coins are not the standard. Emotions take center focus instead.

Pleasance:15| Sadness:5| Madness:42| Fury:36| Worry:218|

Emotions are generated through different encounters and can be used to make transactions or initiate opportunities. Some are easier to accumulate, for better or for worse, but it appears that they all have an application somewhere. The problem is that it can feel as if you always have the least amount of the emotion you need. There was a bit of a learning curve for me.

A complaint that some people had with Skybreak! is how the player can decide on everything except their destinations. Travel was random. Spaceships never used compass directions. But Lost Coastlines does. When you want to leave, you get back into your boat, pick a direction, and set sail. You have much more wiggle room with navigation. Many locations only allow you to perform one action, but it is easier to return to them because you can correlate their location relative to other areas. The in-game map is especially helpful. While travel is not always smooth sailing, the randomness is reduced. I think players will like that.

Story + Characters
As I already mention, gameplay content is molded by character customization choices. There is not an overarching story in the game’s world, just the player’s role-oriented objectives. You can find bite-sized story content in places you visit. Populated areas have legends or rumors that span across multiple regions. But the dreamlike quality of the gameplay means that there will be something to engage you.

Despite what the (lovely) cover art shows, I am pretty sure that the player is not puttering around in a little rowboat. Your vessel has a crew, a relatively anonymous and replaceable one that does everything automatically. You never truly interact with them, although I would not be surprised if you can recruit individual NPCs. If so, I never reached that point. You still have the chance to mingle with NPCs at destinations, particularly harbors, taverns, and markets.

My first playthrough
I will just stick this “dream” under one spoiler tag in case you want to know about my experience.
(Spoiler - click to show)
Character customization: (I decided to stick to a science-oriented theme for these choices, as was the case when I first played Skybreak!)

1. I fell asleep in class
2. Brought an old telescope with me
3. Intellectual
4. Scientist

Let's see... Highlights:
-I saw Natalie Portman in a bar (she was the bartender).
-Spent three years with a talking cat to learn about the magical arts.
-Found the Pendant of Fire (is that a big deal?)
-Crew supposedly came this close to eating me.
-Dueled it out with Schenckloth. Did not go as planned.

Challenge: At one point, my crew and I were stuck on a 3x3 grid of rooms consisting of eight jungle locations and one beach location, and I had no idea of how to leave. I tried "SET SAIL," "LEAVE," "LEAVE BEACH," but nothing. I spent the better part of an hour puttering around, studying insects, plundering ruins, and hunting for meat, but there was never any opportunity of leaving.

I wondered if I should have left it at that, but there was another issue. When you read the in-game help section it says, "As an open world game, there is no final goal or overarching story: do whatever you want! You can end the game at any time by typing WAKE UP." But if I try to do this, I get this response:

➢ WAKE UP
You are not asleep!

What does it mean I am not asleep? It is one big dream! I should be snoozing away here. Waking up was supposed to end the game and give me a final score, but I suppose not. Sadly, I had to end my first playthrough there. I wanted to keep playing but you can only search the same area for insects for so many times. That did not, however, stop me from replaying the game to sample the different character creation options. While I did not devote as much time to my other playthroughs of this game, I had fun experimenting with the gameplay. There is a lot to do.


Final thoughts
Lost Coastlines is a beautifully descriptive game. Calming with an edge of danger. The best part of this game is the open world format. Go. Explore. I love it when games capture that notion. You have your boat and go wherever you want, assuming you can weather the challenges.

Ideally, play this game when you have several hours of time available for a leisurely playthrough. Don’t try to cram it into your lunch break because it takes a while to accumulate items and stats that allow you to pursue some of the more daring opportunities. Then it becomes really fun.

Before you go: Maybe I am wrong, but isn't (Spoiler - click to show) Schenckloth, the Lord of Nightmares in Skybreak! as well?

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