In Legendary you play as Charles Deckard, a professional art thief who is tricked into breaking into a museum and inserting a key into what turns out to be Pandora’s Box. This unleashes an entire half a dozen different types of mythical beasts into the world (plus one more you’ve never heard of) and it brands a mysterious sigil onto your hand. Your mission then, obviously, is to do what any professional criminal would do and save your own ass the world. Fleeing through the city as it is torn apart by griffons, you find you are also being pursued by soldiers knows as the Black Order, who represent your unscrupulous former employer Le Fey, and have been commanded to shoot you on sight.
As exciting a premise as Legendary has, it is unfortunate how many flaws and poor design choices it suffers from, more often than not relying on old and boring game play mechanics, while at the same time vastly underperforming in the title’s two most prominent features, namely the first person shooter element and what little light platforming there is. Even though the various monster encounters are unique and one or two levels have a bit of graphical flair, when you don’t get moving, shooting or healing right in a first person shooter, there is little hope left for redemption.
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The overarching plot consists of Deckard and Vivian, another betrayed
co-conspirator, attempting to stop Le Fey’s enigmatic plan to take over
the world using said released mythical beasts, all with the help of
some people calling themselves the Council of 98. Even if you don’t
skip over all the narrated cutscenes between levels, the story isn’t
convincing enough to be truly engaging and still leaves several things
unexplained. (As a matter of fact, even the game’s official website
excludes a description of the aberrant Fire Drake creature, which is
very resistant to bullets and doesn’t seem to belong at all.) Maybe
they are saving all that for the sequel set up by the cliffhanger
ending.
Considering how prominently shooting is featured in a first person
shooter you would expect it to be the most refined element of any game
in that genre. Legendary suffers in noticeable ways here, and playing
through the game will help you conceive at least two of the things
we’ve come to take for granted in an FPS. Namely, when you hold down
the trigger your machinegun should fire and when you move the right
stick your aim should adjust accordingly. Granted, that first grievance
is more an infrequent annoyance: when holding down the trigger to fire,
if you reload you will have to release the trigger before being able to
fire again. The second gripe however can be a life ending glitch.
In an attempt to stand out and be sui generis, when you are struck by a
werewolf you really feel the impact, as you get turned slightly to the
side and have to readjust your aim. The problem is that occasionally
when hit you will be unable to adjust your aim at all, in which case
you have to stop firing before regaining control of your character.
Perhaps the testers were excellent marksmen, but considering how many
werewolves there are in the game, it’s hard to see how this anomaly was
overlooked.
Technical issues aside, there is very little variety in Deckard’s
arsenal, and what few options there are feel a bit imbalanced. Pick up
a belt feeding machinegun and you expect it to do major damage, but it
takes a tremendous amount of ammo to bring down your basic werewolf. It
doesn’t bother you at first because you expect werewolves to be tough,
but when one shot from a Desert Eagle pistol consistently pops a
werewolf’s head off you’ll have to assume it’s loaded with silver
bullets. These are rationalizations you shouldn’t have to make for a
video game.
The signet that Pandora’s jar (take that, Erasmus!) left on your hand
grants you all sorts of three abilities. Every time you kill a creature
you can absorb its Animus, which you can then use in a few ways. If you
hold the “Y” button you will use Animus to heal yourself, and it is
worth noting that this is the only way to heal in-game. (Even reloading
a checkpoint won’t heal you, which makes it easy to get trapped
sometimes.) Because holding the “Y” button is also how you draw Animus
in, it is impossible to heal yourself while there is Animus around, as
you will first have to go through the absorption animation before being
able to heal. This makes healing in the middle of a firefight very
impractical.
The two other abilities you can perform with Animus are Force Repel
(which differs from Force PushTM only by the lack of a TM), and you can
also use your Animus to fill plot devices. (Literally, if you don’t
fill these various devices, the plot won’t advance.) Force Repel can be
used in an interesting way to materialize the ghost-like Nari that fly
around and claw at you, but since you’ll want to use all your Animus
for healing you’ll likely just wait till they solidify on their own
before shooting them. Having such limited Animus powers seems like a
hugely missed opportunity to round out the game’s arsenal and give
Legendary a bit more personality.
Before you get the impression that Legendary is all absolutely
horrible, know that the graphics and sound are at least dependable.
About half way through the eight to ten hour campaign you will get to
run through a graveyard and into sewers that look particularly
impressive. Aside from that, though, none of the other environments
stand out as being either hideous or very pretty. The boss fight
against the Kraken looks good but certainly not amazing, and while the
lithe, completely hairless werewolves have a certain style to them,
it’s hard to believe that this was purely a stylistic choice. Varied
pelt colors would have been a great way to give the two wolf models
some distinction, but more likely than not rendering that much hair was
considered too difficult.
Continuing in this trend of mediocrity, none of the audio is stellar
and even the voice acting, which you can normally count on for a laugh
in other low scoring titles, meets a serviceable standard. In fact, the
only thing you’ll notice about the voice acting is that your main
character is completely mute, which seems as much of a step backward
here as if Claude had been the star of GTA IV.
Although you get achievements for beating the game on Easy, Normal and
Hard (no, they don’t stack), people with short tempers, stress
disorders or minor heart conditions should stick with Easy. You are
still guaranteed to experience cheap, instantaneous deaths. On Easy
they just come somewhat less frequently. The fact that the developer
was aware of this seems like a twisted joke, as there is even an
achievement associated with getting mysteriously crushed, though more
often than not what will contribute to your death won’t be lackluster
shooting mechanics or environmental insta-kills. It will be issues with
simply moving around in the environment.
Regardless of the difficulty you choose, you will fall to your death at
some point in the game from having miscalculated a jump. The difficulty
lies in the fact that a regular jump makes it almost impossible to
clear the tiniest obstacle, while sprinting turns Deckard into an
Olympic Long Jump gold medalist. It is also fairly easy to get hung up
on objects, which is bad when most of the combat involves backpedaling
away from werewolves, griffons and minotaurs. Exploitatively, on open
ground its easy to dodge attacks because the sprint button works just
as well in reverse as it does running forward, but with clutter that
has poorly defined edges littering most battlefields, its rare that a
fight won’t degenerate into just standing still and getting pounded on
while hoping your enemy dies first so you can use the Animus to heal
yourself.
The stages are broken up into sections by locked doors, usually
occurring in pairs, and the only thing necessary to bypass them is to
hold down the “X” button for about five or six seconds while two little
wires spark together. Once you realize that after you have pressed “X”
in front of an electronic lock (or in front of a valve to put out a
fire) you don’t need to stand there, provided you hold down the “X”
button, you’ll really start to feel as though the game suffers from an
overall lack of attention to detail.
In a move that says either, “Of course this game will be popular!” or
“Why would we want people to play together online?” there has been one
multiplayer game type included. And unless you know five other friends
who all have copies of Legendary, you will never get to experience it.
For either of the two crazy reasons just mentioned, you have to have a
full lobby of six people to play. This seems highly unlikely,
considering that under the “Top Players” leaderboard, as of this
writing, the number of “All Time Players” is 275. With so few other
people playing Legendary, it is helpful to think of the multiplayer
option as more of a local co-op “Press ‘A’ to Refresh” mini-game, where
the object is to press “A” to refresh, then pass the controller to the
person sitting next to you (whom you otherwise cannot play with), so
that they too may press “A” to refresh. There is a reason this game’s
Wikipedia entry doesn’t list “Multiplayer” as one of the modes.
Legendary is a shooter that just doesn’t have much going for it. Apart
from the combination of guns and werewolves, there isn’t much appeal.
But if you are the sort of person that buys anything and everything to
do with guns and werewolves, who are we to rain on your parade? Go
ahead and pick up a copy of Legendary and put it up on your shelf
between your Collector’s Edition copies of Underworld and Underworld:
Evolution. On the other hand, if you don’t own Underworld and/or didn’t
even know they made a second one, then there is no need for you to play
this game. There are far better titles available and far cheaper ways
to punish yourself. So unless you are a mad scientist bent on taking
over the globe, who already has tickets to go see “Rise of the Lycans,”
much like Pandora’s, Legendary: The Box just shouldn’t be opened.
Final Score: D
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