Enough information is there on the internet on this amazing game for XBox 360. So I will not attempt to create another walkthrough or guide here. I would provide more of a review than anything else.
I have been playing LO for the past two weeks now, and I have to admit that I don't mind losing all the sleep that I have lost for lost odyssey.
This is one RPG of the highest order. Brilliantly crafted (yes, crafted is the right word), with all the perfect ingredients to provide a challenging and engaging experience. The story (whatever I have covered so far) is well thought-of. The cut-scenes provide a good break from the frequent battles.
And what steals the show are the "dreams" of Kaim. Each of them is a superb short story, set with the right background music. The stories in these dreams have almost have a O' Henriesh (for want of a pre-existing word, I had to come up with this) touch to them, with the right emotional content to immerse the player deeper in the role of Kaim. Because (as is usual with any game involving some kind of battles or fights), it is easy to forget the characters while you are focusing too much on the enemies. These dreams prevent just that -- your focus returns on the mission and the life of the protagonist, as he tries to find himself through the environment around him. And finding thousand years of lost memory is certainly no mean task...
Another striking aspect of the game are it's business management like techniques, while I will list out in the next post, since that's a separate topic altogether.
Of course, there are some shortcomings which do make the game a little tedious at times. The worst experience (so far) was the flower and branch finding sequence for Lirum's funeral. It was interesting in its own way, but did not provide any motivation or challenge to let me take any interest in the activity. And the final activity (in the same funeral sequence) of matching the torches to the rest of the crowd's torches, was where I almost felt that Lirum certainly didn't trouble anyone as much when she was alive than now that she was dead.
Another area where the game could have improved was in keeping battles and puzzles separate. In Experimental Staff for instance, while the player is trying to figure out the maze of platforms and levers, he/she doesn't want unnecessary random battles to distract and frustrate.
But these glitches apart, the game is marvelous in most respects, and should become an inspiration to other RPGs out there... Meanwhile, I can't wait to get back to where I last left Kaim...!!