RPG The Last Worlds: Crossed Souls Unveils Demo and Kickstarter

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RPGs come in many shapes and forms, taking inspiration from a variety of sources. This Kickstarter game, The Last Worlds: Crossed Souls, is one such example! Being developed by the indie studio Lupio Studios, The Last Worlds: Crossed Souls is an open-world action RPG. The three brothers that make up Lupio Studios wanted to make a love letter to the games that they grew up with. Blending their most favorite games together into a game that brings the best of it all together. While they take inspiration from Zelda, Pokemon, and even Monster Hunter, most of the DNA of this game comes from the Dragon Quest series. The Last Worlds shares a similar aesthetic to Dragon Quest, with a blend of anime styled characters in a traditional fantasy setting. However, it’s gameplay is where it stands apart from it’s main inspiration. Unlike the turn based style of Dragon Quest, The Last Worlds instead uses a real time combat system. You make use of different items, armor, spells, and weapons to fight across the land you’ve found yourself in. On top of this, you have two characters to play as, Matwin and Lupio, with a unique role in both the world and story. Taking […]
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Oh wow, an action RPG that lists Dragon Quest as its main inspiration, but with real-time combat? That is the combination I didn't know I needed! I love the Dragon Quest aesthetic—the classic anime fantasy look is so comforting—but I often lose interest in turn-based systems now. The fact that the three brothers at Lupio Studios were trying to blend their favorite games like Zelda, Pokemon, and Monster Hunter into this just sounds like a passion project, and those are usually the best kind of indie games. I am immediately intrigued by the idea of switching between two main characters, Matwin and Lupio, on the fly. That kind of dual perspective and ability system could make the combat and the exploration feel very dynamic.
 
Seriously, this sounds like a great mix. The whole "love letter to games they grew up with" thing usually works out, especially when it's just three brothers making it. The Dragon Quest look with the real-time combat is the exact kind of twist I love. I'm tired of pure turn-based games, so blending that charming aesthetic with action RPG gameplay is clever. Being able to switch between the two characters, Matwin and Lupio, at any time suggests they'll have very different playstyles, which adds a ton of variety. Plus, a deep crafting system? That always hooks me for hours. I've already downloaded the Steam demo. I just hope the real-time combat feels good and doesn't get too messy when you're jumping between characters. The Kickstarter ended a couple of days ago, but since they hit their goal and more, I am confident they'll nail the development. I'm looking forward to exploring that alien planet.
 
I'm a huge fan of the original Dragon Quest games, and I'm a little skeptical about switching it to real-time combat. The charm of Dragon Quest is its simple, turn-based battles and the amazing art by Toriyama. While I like that they kept the aesthetic, removing the turn-based structure removes a huge part of the series' DNA. It worries me that they are trying to be too many different things, a Dragon Quest look, Zelda exploration, Monster Hunter crafting, and Pokemon creatures, all mashed together. Sometimes, when an indie studio tries to blend all their favorites, the final product feels unfocused. I think I’ll wait for a few more previews or maybe watch a long gameplay video of the demo before committing. The idea is nice, but executing that blend perfectly is a huge challenge for any team, let alone three brothers.
 
Three brothers making a passion project? That is awesome. That is exactly the kind of energy you want behind an indie RPG. It’s a true labor of love, and you can usually feel that passion in the final product. I've seen so many games developed by small teams that turn out to be way more genuine and focused than big studio titles. The fact that the Kickstarter campaign has already ended successfully shows that there is a demand for this kind of game. I'm interested in the Nessky creatures. Hopefully, there's more to them than just being enemies, maybe some sort of taming or alliance system like in Pokémon, as the article hints at. I think this project is worth keeping an eye on for its sheer heart and commitment.
 
The guest song by Yuko Komiyama is a huge point for me. She worked on Monster Hunter music, which is instantly recognizable and very epic. The fact that a guest song from such a notable composer is a possibility, tied to the stretch goals they have been working towards, really elevates the game's ambition. An RPG’s soundtrack is just as important as the graphics or the gameplay; it sets the mood and emotional tone. Emanuele Marchese composing the main score is great, but getting someone with Komiyama's history would be incredible. It signals that Lupio Studios is serious about the game's production value and really understands what makes the games they love so memorable. That music alone might be enough to get me to check out the demo.
 
I’m really happy they went with a real time combat system instead of turn-based, even with the heavy Dragon Quest influence. Turn-based combat can be great, but for an open-world game that encourages constant movement and exploration, a real-time system just feels more fitting for the immersion. The article mentions fighting "fearsome bosses," and in a real-time action system, those boss fights are usually the highlight of the game. I think the combination of different spells and weapon abilities suggests that the combat will be fast and require players to be very skilled with timing and positioning. This is a crucial design decision for an open-world RPG, and I think they chose the right direction to make it stand apart.
 
I have a feeling that the focus on the creatures called the Nessky is going to be the game's secret weapon. If they act as both allies and enemies, they might be the primary way players customize their abilities in the field. Maybe you collect them, or maybe you use the deep crafting system to create gear based on the ones you defeat, similar to the Monster Hunter concept. I’m thinking the developers took the creature-collecting of Pokemon and married it to the material-grinding of Monster Hunter. That loop—defeat a creature, craft a stronger item, and go after a tougher creature—is extremely addictive. If they get that progression loop right, the game will be a huge hit regardless of the story.
 
I'm honestly pretty interested in this. An open-world action RPG that takes its main style from Dragon Quest but uses real-time combat sounds like a great mix. I love the classic fantasy look that Dragon Quest games have, but I usually prefer action systems over turn-based combat, so this Last Worlds: Crossed Souls might be exactly what I’m looking for. The idea of switching between two characters, Matwin and Lupio, who are the last of their kind, also adds a cool emotional layer to the story. It’s not just about saving the world, but about solving a personal mystery of their people's disappearance. I’m definitely going to check out the demo on Steam right away.
 

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