It wasn't the look of the game. Graphics are a strong card for Lost in Blue 2 considering the limitations of the system. It isn't that there are revolutionary approaches here, but there are a diverse range of things you'll encounter while in the game world that keep it fresh. Sightseeing isn't the objective, but exploration is a must. The designers picked up on the fact that a big ugly island won't prompt anyone to go exploring. So you get to see plenty of neat fauna and flora and a mixed topography. I liked the fact that the interface allows you to get up close and personal with objects in the game world. It is one thing to see an object on the ground and hit a button to grab it. The use of touch-screen technology gives you all kinds of ways to manipulate objects and adds to the realism of Lost in Blue 2. Shake a tree to catch a falling coconut, dig through the sand for a clam or oyster, and pick berries or loose objects off the ground. There are similarly realistic sounds to complement the visuals, but very little in the way of music. Unlike a fantasy setting where a soundtrack is a must for atmosphere, Lost in Blue 2 is striving for real-world realism and you don't exactly get Joe Cocker playing in your ear on a desert island unless it happens to be on Lost.