The longer I played Lost Reavers and the more it just didn’t work … the more it became like a bad joke. Each character supports a different style of player, and the somewhat interesting thing here is that you can actually switch between camera styles for the different characters. The others are Dwayne, a heavy weapons expert Victoria, another girl with two guns and then Shadow Stalker, who looks like he was torn out of Mad Max. It has four playable characters: I’ve been playing with as Sayuri, a girl with a sword and a gun (because that makes sense, right?). It has a sense of mystique (mostly because everything is an odd mashup of ideas that it doesn’t really explain and don’t make sense), but I am curious to see if the story comes back any at all, but it’s possible I like the idea of the game more than I actually like what I’m playing. I’m a sucker for treasure hunting and all things Egypt, which is probably why Lost Reavers (originally Project Treasure) caught my interest in the first place. Here are my initial treasure-hunting impressions so far. I’ve been playing through Lost Reavers the past few days, and am just about to reach level 18, but want to keep running it through the paces over the next week or so before I assign it a final score. That’s the basic, thin premise of plot that’s thrown at the player in a scrolling-way-too-fast introduction, before vanishing into the background and (so far at least) never mattering much again. So, with the help of a space-time (because, of course) teleportation system, people are now being sent in the past to recover these Relics and somehow save humanity. They’ve turned to powerful Relics (which this game claims aren’t inexhaustible and won’t solve the world’s energy crisis, but whatever) that only certain people - know as the Lost Reavers - are able to collect. Lost Reavers takes place in the year 2075, as humanity struggles to find a new energy source.
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