Lapis x Labyrinth is a lot. From the crowded HUD and gem-filled explosions of its 2D action gameplay to the procession of stat boosting systems and vast item lists of its role-playing layers, Nippon Ichi Software’s cute and colourful dungeon platformer threatens to overwhelm, but nonetheless skilfully onboards players for a charming and generous (though perhaps repetitive) experience.
Players start out in the world of Lapis x Labyrinth by selecting two characters from a colourful cast of RPG archetypes (with some characteristically off-kilter options, such as the status-effect dealing Maid). As you enter the first level, you quickly discover the game’s first and most memorable gimmick – that your party sallies forth stacked on top of each other – an amusing, kids-in-a-trenchcoat arrangement the designers call the ‘Dango’ system (after the Japanese sweet you’ve may have picked up at a Japanese cultural fair, or in a Katamari. Or you know, Japan).
As daft as this sounds, this stack of adorable chibi warriors is a typically smart bit of design, communicating things like the currently selected leader (cycled with L) and how many jumps you have left to perform. Once clear of the tutorial, you are free to create more party members in the game’s simple hub town, where you can equip, accept and travel to the next quest with up to four in a team.
Four adventurers mean four jumps, and the gameplay space in the game’s dungeons trends towards being sufficiently roomy in order to accommodate this, as well as to fill the screen with enemies. Swinging or firing a weapon has a Smash Bros-lite set up where there are two main attack buttons (Y and X) and the type of attack you perform can be altered by pressing a certain direction. The basic attacks on Y can be chained together, and there are additional party attacks on A and R.
However you choose to battle, the way that your attacks connect is suitably crunchy and the controls are pleasingly responsive. Attacks tend to allow the player to float in place and can be combined with the quadruple jump, allowing players to avoid dungeon floors teeming with critters and a continually expanding list of environmental hazards. In this way, the platforming and fighting elements are pulled to extremes fitting the aesthetic – think Steamworld Dig or Monster Boy caught in an explosion at a pachinko parlour, and you’re some of the way there.
This is never truer than when you successfully dispatch enough enemies to trigger Fever mode, granting you invincibility, filling the screen with fireworks and bright lights, and causing enemies to explode in a shower of gems that feed into a slot system for some additional loot. An endless deluge of coins, crafting materials, weapons and gear is a central hook of exploration and combat in the game, and fever mode is a dopamine hit given form, emblematic of the game’s overall addictiveness.
So far, so busy – so in order to keep things focussed, each floor in a quest has a five-minute time limit. It’s up to you to use this time to find and destroy the gems locking the floor’s exit, level up your party sufficiently for the quest’s boss and gather enough loot to feed into the many minor goals you’ll have related to the crafting, exchange and dojo elements back at the game’s main hub. Cleverly, the time-limit isn’t a hard deadline – you will instead be ambushed by an indestructible spectre that can kill you on contact (and death means losing almost everything gained in your attempt). It’s possible (but nonetheless challenging) to evade this, meaning you’re always weighing up the pros and cons of going deeper into the maze-like levels.
At its best, Nippon Ichi Software is a master of this kind of busy game system marshalling, and it’s no surprise to see the more traditional roleplaying elements handled with their usual aptitude. The hub-town’s dojo, foundry, item exchange and lunch shop allow players to invest in their character’s base stats, item enhancements, crafting and other modifiers. Thankfully, these are introduced and expanded at a suitably slow pace giving players time and ample space to learn and understand their nuanced effects.
Best of all, this aspect of the game doesn’t undermine the dungeon exploration or skirmishes. Cleverly, you start every quest at level one, so even though there are numerous ways of investing in growth, you can’t simply enter a dungeon overpowered and ready to run past all enemies to reach the exit. This is something the game further enforces by regularly locking you into encounters with large groups – and the last quest of each area, which pits you against a screen-filling boss creature, must be challenged with only a single floor worth of levelling.
Before the credits roll on Lapis x Labyrinth, you’ll take on 80 quests across 10 distinct level types and travel through approximately 220 maps, so it is perhaps unsurprising that there is a fair amount of repeated content. In the early-mid game, the reuse of earlier layouts makes the player suspect that the game is stretched a little too thin, but thankfully in the long term, this doesn’t develop into a prominent issue. Furthermore, the balance of the game is such that grinding earlier quests isn’t a necessity – though this is always an option, and players looking for a real challenge will find a selection of postgame levels that will require this kind of preparation.
Overall, the game presents a significant chunk of content in terms of levels and systems, and the quality of presentation – appealing character and enemy art, painterly backgrounds and eye-catching graphical overlays all thrown at the screen with only a hint of framerate unsteadiness – is high.
Nonetheless, it’s easy to see where improvements could be made: behind the appealing art the level designs are slightly rudimentary block mazes; the combat elements are repetitious by their nature, and it’s definitely too easy to fall back on mindlessly hammering Y to attack; the difference between each character class isn’t especially pronounced, and investing in more than four characters seems a little pointless; it’s also true that if story is important to you, there’s not a lot of it here. However, if you leave these concerns for a sequel, force yourself to experiment and tackle the game in several sittings, you’ll find that Lapis x Labyrinth offers more than its fair share of riches to uncover.
Conclusion
Nippon Ichi Software has hit a great formula that avoids the worst excesses of repetition or frustration. An addictive mix of 2D exploration and combat, Lapis x Labyrinth is a cavalcade of colour and complex systems that doesn’t outstay its welcome through a sizeable 20-hour campaign.
Comments 26
I dunno, I was thinking about cancelling my preorder for this one because of its seemingly bland looking block maze levels.
Edit: Went ahead and cancelled it and preordered the next FFXIV expansion instead. I have enough stuff left to play on my Switch as it is until Mario Maker 2 comes out.
Really liked the look but was on the fence, so glad you got an early copy so I can get an idea on whether it is worth purchasing.
Gonna pre-order my copy now.
It just looks like you can't see what you are doing as way too much flashing across the screen at the same time.
Not my cup of tea
I'll try to get this game in the future, I love the characters designs and gameplay looks fun. One more game to add to my wishlist.
Do you know what this really looks like? Maple Story. I used to love that game!
Props for the jump, magic, jump
Imagine trying to fit that UI onto the 320x240 resolution of the N64. I hope you like gauges and counters because there would be no room for the actual game!
"Nippon Ichi Software has hit a great formula that avoids the worst excesses of repetition or frustration"
Eh? The whole game is very repetitive from the level design (actually re-using the same layout over and over) and the gameplay is always the same. What an odd statement!
It looks amazing i.m.o. very much Maplestory vibes. I'm keeping my eye on this one!
@pbb76
Yeah, very weird conclusion by Stephanie.
I watched a video of the gameplay and I've rarely seen a game so repetitive as this one.
Yup, looks a bit too repetitive for my taste. But i'm still sightly interested so i might pick it up at some point.
Not this month of course, i'm already saving money for a lot of games:
Persona Q2, Mario Maker 2, Crash Team Racing and Bloodstained.
This one will have to wait.
@Aneira @pbb76 Hi guys - this is the intention of saying "worst excesses". The game is undeniably repetitive by design, but it is my opinion (and honestly, not without some surprise considering that my reaction to pre-release media was similar to your own) that this repetition is not detrimental to the overall experience. "Looks repetitive in video" doesn't have a lot of bearing on how a game feels to play, basically.
Furthermore, layouts are reused for maybe 4 or 5 of the 15 exploration floors in a quest level. I mention this as feeling like a problem in the early game - though the proportion of reuse is technically the same, it becomes less noticeable because when you've seen hundreds of floors, older ones start to become less easy to recall.
i will say, I am anticipating some takes being harsher than this when they emerge from other outlets. I had the luxury of playing the game over about 2 weeks and it starts to get less fun the more you try to burn through quest levels to just get things done. May be more difficult to have fun and evaluate the full game on a tighter deadline.
@kupocake Thanks for the reply - yes, I've had it around 4 weeks as well and as you say, the more you play it the less fun it gets. Oddly, a lot of NIS games are like that. I've scored it less personally, but each to their own - there is a lot to like in the game and at least for an NIS game, the price is a bit fairer than their usual releases!
@pbb76 I've had it for about 2 weeks and found the opposite, but I've been playing it on commutes to and from work and have largely ignored the game's suggested quests. For me, the variety in the game comes from the loot itself - what you get dictates how you play. I find the gameplay loop to be very satisfying - kinda Diablo-like in terms of gradual progression and in the feeling the game gives you that there is no real 'end' in sight, where you've just done everything there is to do and there is no point playing any further.
I'm surprised at the reviewer's comment that the game is roughly 20 hours long, because I have about 30 hours so far and am nowhere close to being done.
@EvrgrnCmln For me it was 20 hours to the point the credits rolled and the story finished - as stated in the review, there's more beyond this.
@kupocake
Thanks for your reply. Appreciate it.
All in all, I might give this one a go. There are some elements of this game that entices me.
Looks like a game I can enjoy, and the Maplestory influences people are seeing appeals to me.
Tbh im mostly buying it because im scared one of my favorite rpg companies would go under if I dont support it...
Price on eshop? I pre-ordered a physical copy but not sure how much of a mark-up it is....update. 29.99 on eshop. 59.99 physical limited edition. I'll cancel the hardcopy. Don't need posters etc
@JRJalapeno 29.99 (USD) for digital
Looking forward to this one.
Thanks for the review and the comments! I didn't have this game on my radar at all until now. Now I'm off to scour the web for hopefully accurate gameplay videos that at least claim to show up to 60 fps so I can see if this game is up to my snuff.
Well, guess I should expect my preorder to be shipping sometimes soon.
Well I can't say I expected to see scores like this based on my own experience! I thought the game was boring, bloated, bland, insanely repetitive, and lacked anything to keep it engaging beyond the first ten minutes. The chaotic visuals make it impossible to have any real understanding of what's going on and make it even harder to strategize. The complete repetition of level maps was what sealed the deal for me - it just felt so cheap, as if the developers outright gave up on designing levels halfway through. If the game were half the length and focused on creating interesting levels and unique combat experiences then I think that that would have done it a great service. I enjoy Warriors games and even I found Lapis x Labyrinth's repetition to be mind-numbing.
All that said, I'm glad that Stephanie had a better experience than I did! At the end of the day, reviews are matters of personal experience, so I understand that not everyone may have been as maddened with this game as I was.
I went ahead and said "eff it," and just pre-ordered the hard copy a few weeks ago.
As people have said, to each their own. I've been looking for something that I can play in between clients at work, and this should do the trick.
Thanks for the review Kupocake. I've really been looking forward to this game!
Would love to get this one for my time killer, although I have 6 games that I haven't started playing yet. I just love cheesy graphics like this.
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