Legend: Very Silly Parties

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Title : Legend: Very Silly Parties
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Legend: Very Silly Parties

I wonder if "Beamday" is anything like "Sunday."
          
There are a number of promising elements in Legend, but they just don't create a satisfying gameplay experience. To start, the puzzle difficulty is severely unbalanced. When I broke after the first entry, I was trying to figure out the final major puzzle in the first dungeon. It involved casting "Missile Damage" spells at a rune, which caused flames to belt out of a couple of pillars, which struck other runes, which caused other things to happen. Ultimately, I had to hit the runes in the right pattern to create a path across the water to the room's exit.
           
Apparently, after choosing the path, you can choose multiple effects, including the same effect multiple times.
          
Even with the hint that I had to use some "Double Missile Damage" spells, I couldn't figure it out. I had to look up a walkthrough to see the correct pattern, which was:
          
  • Cast "Missile Damage" at the rune.
  • Cast "Double Missile Damage" at the rune.
  • Have a character other than the caster pull a lever.
  • Cast "Missile Damage" at the rune.
  • Pull the lever again
  • Cast "Missile Damage" at the rune.
  • Cast "Double Missile Damage" at the rune
  • Pull the lever again.
  • Cast "Missile Damage" at the rune.
  • Pull the lever again.
  • Cast "Missile Damage" at the rune.
  • Cast "Double Missile Damage" at the rune.
          
I mean, seriously? This was supposed to be discernible by a player playing blind? I get the idea of trying things and testing effects, but that only works when the effects are consistent and repeatable. When different things happen in response to the same spell in different strengths or at different times, it's pretty frustrating to figure out. And when the right sequence involves 12 friggin' steps, that frustration turns to fury.
            
Casting one of many spells on a rune.
          
With the puzzle solved, I was able to get the final keys necessary to shut off the traps and claim the treasure in the final room. The treasure turned out to be a "permit" giving me permission to visit King Necrix III.
         
Gasp. It's all been a test!
         
Necrix's castle was a brief hop back on the main map. There the king gave me some money and a key and told me to destroy the evil in the city of Fagranc. Developer Anthony Taglione doesn't really have a gift for fantasy names. "Trazere" is okay, but "Necrix" and "Fagranc" are both goofy, as was "Bloodwych" and its villain "Zendick."
             
The first quest.
          
Fagranc turns out to be on an island at the top of the map. It's only about half a map away as the crow flies, but to reach it, the party had to basically circle the entire land--around a couple of mountain ranges, through a narrow valley, and across a causeway to the island. I did it in stages, stopping in each city along the way to see what I could find.
          
My party and various armies roam the game map.
          
In one, the bartender told me to see his colleague in Groghurst for some news; the Groghurst (there's another one) bartender told me that the Druids have the "key to the secrets within MoonHenge" (and another). In another, I stopped in a temple and donated money to increase my "luck" score. I didn't really talk about it last time, but every character has a "luck" attribute that will save them from death in combat, depleting one point for every save. My assassin and runemaster were at 0 after the first dungeon.

In some tavern at the south end of the map, I ran into a minstrel who offered to teach the game's other songs for a fee. Not knowing when I'd see him again, I bought them all--exhausting my finances in the process. They include "The Thief of Dolik Pass," which increases everyone's dexterity; "Smithy Song," which increases armor class, and "Dance of the Faerie Queen," which increases speed. Others increase strength, defense, constitution, and intelligence. I'll have to experiment with their utility, but I can imagine keeping the original song, which regenerates health, most of the time.
            
Better than "The Thief of Buckblow Pass," I guess.
          
In Eb's Pass, I bought horses for the characters, improving the speed of overland travel.
            
"Eb's Pass" is, at least, two short to be risible.
          
As I approached the island, I decided to try my first "banner encounter." As the characters march across the map, so do various armies, both good (blue) and bad (red). The sigils displayed by these armies give a sense of their relative strength. There are 7 such sigils, ranging from hawk (weak) to skull (strong). I attacked an enemy with a pair of serpents, indicating the second-lowest difficulty.
             
Encountering a foe in the wilds.
          
The ensuing battle wasn't really any different than a long combat in a dungeon room. The same options applied. We won in a couple chaotic minutes. The runemaster died, but I got her resurrected in a nearby town. I think the banner encounters are necessary in a way; if you don't kill the evil armies occasionally, they eventually take over the land. 
           
A "banner fight."
        
As I close this unfortunately brief entry, I'm in the Fagranc dungeon, convinced I made a big mistake. The combats are so much more difficult here than the first dungeon, and the runemaster dies in just about every encounter. I clearly need to boost my use of magic, and in consulting the manual, I see that the mage "Mantric" (yep), who sells additional runes, is located somewhere way back near Treihadwyl (uh-huh). I also spent most of the money I'd use to buy runes, so even if I traipse back there, I'll probably have to grind in the starting dungeon for gold and perhaps a level for my weak runemaster.
            
If they were going for an anagram of "Fragrance," why not "Grafcenar"?
       
I want to get far enough into the game to experiment with the storied spell system, but navigation and combat are so joyless that it's tough to force myself to play for more than a quarter hour at a time. I don't have a lot of faith that more complex spells will change much, but I'll let you know.

Time so far: 6 hours




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