Review – The Legend of Legacy HD Remastered
I’ve made it no secret that I’m what you’d refer to as a JRPG purist. I hunger for that classic turn-based combat, experience points, and leveling. I’m a sucker for the spice that the traditional tale of saving the world brings. If that means I’m basic as hell, then I guess it’s so; my Stanley Thermos is in the mail. It’s when it deviates from that tried and true formula that things begin to get hairy. My inner elitist starts to bubble as my nose rises into the air. One such example is The Alliance Alive HD and a few choice critiques I levied at it. I admit that I was harsh with my words. Luckily, I can redeem them by covering the title that inspired it.
The Legend of Legacy HD Remastered is a remastering of a 3DS adventure that graced us in 2015. When it first released, critics were mixed, praising the stunning appearance but chastising a handful of other features. Usually, when something is this divisive, it can either mean that it’s a superb romp or a downright disaster. The pendulum swings between a pair of extremes, asking the question, where will it land?
WAIT, WHAT!?
When it comes to the story, there’s very little to write home about. The premise is simple: having you find a specific item, and that’s it. There’s really no rhyme or reason behind where this journey takes you. It just occurs, and frankly, there’s no excitement to that. I didn’t feel motivated to progress from a plot perspective. On the bright side, the dialogue is alright. Nothing is downright horrible, and I could discern the crumbs of personality. FuRyu tried their hardest and managed to pull a chortle from me, but ultimately, it’s astonishingly dull. Bluntly, it’s forgettable and drowns in an ocean of vastly superior narratives.
The woes continue as the whispers of a poor literary aspect extend further. In general, the structure of The Legend of Legacy is abysmal. Nothing caught my attention apart from a raunchy comment made in the beginning. I also really hate how stripped the act of recruitment has become. It’s customary to embark on some sort of quest that fleshes out who is about to join. Yeah, that’s not how it works here. They just suddenly pop up in town after a point, and that’s my cue. Granted, it’s a distinct twist, but that doesn’t make it good, and unfortunately, that’s what we’re dealing with.
For the sake of fairness, we do come to learn about the catalyst that sent each character out to search for what’s called The Holy Graal. That explanation is essentially JRPG 101, yet it’s hidden behind going to the inn for a nap. A brief flashback precedes shutting your eyes, giving us a glimpse as to why these sprites are even on the search. Not only that, but it seems tied to each individual Protagonist. It sounds cool but the catch is that I can’t switch who I control after I’ve selected them. I must start a new game to see the others. I get that it’s to promote replayability but firstly, it isn’t worth it, and secondly, the disjointedness is awful.
WHACK THEM AGAIN!
When I covered Alliance Alive HD, I didn’t give the combat system its due credit. As I’ve gotten older and hopefully wiser, I’ve grown to appreciate it. I’m still that snob who prefers levels, but the notion of boosting stats by repetitive use is strongly linked to immersion. That’s something you want from a JRPG – if I practice my swordsmanship, I’ll obviously discover new techniques. My qualm is that equipment is universal and anyone can wield whatever. For instance, if they all held a sword, the skills they learn are identical. It’s devoid of variation, leading to boredom. I recommend you assign unique weaponry to prevent the gameplay from getting stale.
When it concerns increasing Attack, Health, or Guard, that’s also heightened by battles. From what I can gather, it always happens after inflicting or taking damage. While that makes logical sense, it crumbles under how random it is. It isn’t bothersome if you choose a core three combatants to always have in your group. If you want the entire cast at parity, though, the monotony will weigh heavily. Yup, I’m talking about grinding. It’s tedious, forcing my hand to forever focus on a threesome while ignoring the others. I salvaged a morsel of fun factor by doing exactly that, but it also meant I was shoving aside features, which is a design flaw.
My second head-scratcher is a double-edged sword. You see, fleeing from encounters is guaranteed, which I love. If events go south, I can easily run away, preventing a complete wipe. In that regard, it’s a nifty quality-of-life addition. What’s frustrating is that doing so will teleport me to the entrance of the map I’m in. The issues fester when I’m facing enemies that can endure a butt ton of punishment. It’s time-consuming, and since my efforts probably won’t garner a reward, anyway, the whole affair feels pointless. I can’t help but feel like the hours that I’ve invested are being actively disrespected in those moments.
Now, let’s get grim and discuss biting the dust. Typically, we’d throw a Phoenix Down at a dead mate to resurrect them, but The Legend of Legacy is different. See, a generic healing spell does the trick. It nullifies the headache of trying to recover an ally, only for them to die before you can. It’s no longer a wasted turn, but it isn’t without repercussions, either. For example, say I’m hanging on by 10 HP but am struck for 40; 30 gets subtracted from my max health. My survivability is then lowered since I can be killed quicker. It’s a unique approach to challenge, and since escaping won’t ever fail, my overzealous ass can take risks knowing that if my kamikaze methods are a bust, there’s a safety net.
If battles aren’t your forte, however, monsters are visibly roaming the over-world. If my avoidance tendencies and reflexes are tip-top, evasion is possible. The issue I was confronted with is that a swath of these creatures might be cluttered together. It made it tough to dodge successfully. I was blindsided on a handful of occasions, and if I’m a good distance into the area I’m exploring, running off may not be viable. The notion of having to redo the progression I had already made wasn’t an attractive one. Wanting to prevent that, I had no option but to tussle.
If you were to ask me, the weirdo enthused by grinding, why it’s not hitting, the answer is easy – I love striving for a goal. I want to know if there’s a particular sum of experience points that I need to reach for the next level. Sure, I acknowledge that there’s appeal in the unknown, but it doesn’t translate in The Legend of Legacy. The RNG of getting stronger is too wishy-washy. Granted, I felt the same satisfaction when my HP or whatever else improved, but it’s still missing a certain je ne sais quoi. As is, the implementation has a stench of being half-baked.
HAVE YOU BEEN HERE!?
Mapping is a crucial mechanic. I’m encouraged to explore every nook and cranny of an area. After doing so, it finishes said map, allowing me to sell it at the town merchant for a tidy profit. I concede that when I initially saw this facet described, It sounded drab. It wouldn’t be until I put it into practice that I began vibing – it’s oddly amusing. It being the optimal method of earning that dinero was a sweet perk. If you have a semblance of OCD in your DNA, I can see it tickling at your engagement until the very end.
Another reason to meander is because it’s imperative to advancement. In my travels, there’s a chance I may unlock a new location. For example, if I were to go to the edge of a cliff and peer into the distance, I’m likely to notice an abandoned town. Speaking to NPCs nudges you in the right direction, too. I was usually keen to go out of my way to interact since it could mean receiving a hint. However, if you don’t care for chatter, rest assured that as long as you’re diligent, finding your destination isn’t tough. I don’t foresee players struggling to reveal places meant to move the plot.
FROM 3DS TO SWITCH!
StreetPass is a genius feature of the 3DS. A few titles used it, with The Legend of Legacy falling into that company. For each person pinged, a boat was sent out, and upon returning to the town port, it would bring a trove of weaponry, armour, or treasure with it. From what I remember, the size of the ship was dependent on that pesky RNG. Well, since the Nintendo Switch doesn’t have the functionality, it’s been replaced with a fee of in-game currency. For hermits, it’s ideal since I wasn’t expected to touch grass. I could be in bed, with a coffee on my side table, and save scum until I got powerful axes, staffs, and bows.
IS IT STORY TIME!?
The visuals were bloody gorgeous in 2015, and now, with a HD treatment, the splendour that had many captivated excels. The only apt description I can muster is it resembles a pop-up book. As I walk, environmental elements levitate upwards, filling my surroundings. The colouring is vibrant, too punching me in the jaw. It’s impossible to claim that the graphical fidelity is anything but crisp. The 3D avatars are well crafted but I do think they’re an acquired taste. Since cosmetically, they resembles a wooden figurine, it might detract those who prefer realism. For me, the water paint aesthetic had me smitten and made me understand why reviewers raved over it almost a decade ago.
DO YOU HEAR THAT!?
Here’s where I’m sure I’ll ruffle feathers, but the music isn’t memorable. That isn’t to say it’s badly done because I have a soft spot for these tracks. Hell, the effects, such as the ocean, sound authentic, but in that same breath, the strikes lack oomph. It’s absurdly limp, proving that being composed of docile tones isn’t the ticket – sometimes being hard arouses intrigue. Basically, it’s not that the songs are terrible because the instrumentals are wonderful, but they are absent of staying power. To summarize, as a package, the OST is fine. I’m delighted by it while deep into a session, but once I jump to another journey, I reckon I won’t be thinking back fondly.
AND THE LEGENDARY VERDICT IS…
The Legend of Legacy has ideas that I fully support, but the execution has it firmly sitting in the mildly above average category. The major deterrent is the absence of a storyline. It’s the definition of loose, and no amount of exercise will help it tighten. As a JRPG fanatic, it pains me to say this jaunt is unremarkable. I don’t care to come back. It’s a pump and dump, but hey, at least this one-night stand is serviceable. I thought that the jiggle physics was a sign of that patented NIS America humour, but I was mistaken. If you were to look into a lens and compare what’s basically plain gameplay to the stellar look, it’s evident that it’s lopsided. All of the surrounding aspects just don’t do it justice. I’d truthfully regret spending full price on this game.
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Graphics: 9.0 I absolutely love everything about the appearance. When it was on the 3DS, the meticulous craftsmanship that went into it earned positive words. Now, with this HD revamp, it has only gotten better. It’s distinct and an aspect I’ll not long forget. |
Gameplay: 6.5 My Apologies go out to Alliance Alive HD. I find myself enjoying the combat these days and the concept of it. it’s a neat idea but the RNG does shackle it down. What’s worse is I was ignoring half the cast because grinding is just too much of a slog. |
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Sound: 6.5 When I’m neck deep into my session, I like what’s going into my ear holes. What prevents it from excelling is how the instant I jump to another JRPG or whatever, this music will fade from my mind. It’s a flash in the pan. |
Fun Factor: 6.0 I did have fun while I was covering The Legend of Legacy. However, I didn’t ever dream about it when I was doing errands. I cared when I was in the trenches of it, and even then, it was a slightly above average time. I just found the lack of meat to the bones made it uninteresting. |
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Final Verdict: 7.0
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The Legend of Legacy HD Remastered is available now on PlayStation 4/5, PC, and Nintendo Switch.
Reviewed on Nintendo Switch.
A copy of The Legend of Legacy HD Remastered was provided by the publisher.








