$ 71 $29.95 Save $2.24 (7%)
+ $5.99 shipping
& FREE Shipping.Details
Discount Provided by Amazon.
Trade in. Get paid. Go shopping.
Ship it to us for free.
We are unable to process your trade-in order.
About the product
- Illustrator Tomomi Kobayashi, renowned composer Masashi Hamauzu, writer Masato Kato, game designer Kyoji Koizumi, and Masa taka Matsuura all come together to create this brand new experience.
- Each character in The Legend of Legacy has their own motivation for exploring Avalon, and their individual conclusion at the story's resolution. Play through as each character to see them all!
- Managing formations to instruct specific combat roles instead of fixed classes adds a different level of challenge for battle enthusiasts.
- Based on user feedback following the Japanese release, several gameplay adjustments were made to enhance the gameplay.
Frequently bought together
Customers who viewed this item also viewed
Have a question?
Find answers in product info, Q&As, reviews
Please make sure that you are posting in the form of a question.
Seven adventurers are about to embark on the quest of a lifetime as they explore the island of Avalon and unravel the mysteries of its dark past. The RPG is developed by a core group of legendary developers who came together to create this brand new story and world. Seven adventurers arrive on the mysterious island of Avalon to pursue their own agenda as explorers. They team up with two of the other adventurers to achieve their objectives - be it exploring the island for treasure, looking for the "god" on the island, or recovering lost memories. But things change when they discover a singing stone that causes the party to see phantasms of Avalon's forgotten history.
Top customer reviews
There was a problem filtering reviews right now. Please try again later.
+ Music feels great.
- Progress is slow, grindy, and unpredictable. To explain this I'll have to first explain how fights are setup. You heal after every fight to full, so fights can generally be tough all the time. If a character dies, any healing can revive them where the downed character only temporarily lose max hp until you rest at an inn. This means game overing only occurs if ANY ONE of your three party members dies after having a max hp of 1 or all three are downed at the same time. Also you're guaranteed a 100% escape chance if you need to run, but running away sends you back to the entrance of whatever dungeon you're in. Keeping these points in mind, all fights can be brutal and how escaping works, sometimes mid dungeon/area you might run into an enemy setup where there are too many mobs or some just are fast enough to go before you and stun some of your party members. You may be faced with some downed members pretty quickly with no hopes to recover in time to fend some off. This means chancing a game over or running away, where the latter means you need to once again start at the beginning of the dungeon. I've run into this situation way too often in the first few hours of play, where I'm having issues getting through the third area of the game!
- Characters are wood and the story is a ghost. By this I mean the skill and level up system makes the character differences non-existent, which is bizarre given there are 7 characters and you can only have 3 at a time which means the game wants you to play through it multiple times to enjoy everyone's story. Honestly I'm having trouble recalling the handful of lines the game threw at me story wise. It'd be accurate to say the story practically doesn't exist which is a strange choice for a JRPG.
I want to give this game another honest go once I can read more about how it works properly and people can explore it. I can only quick save and trudge through a desert so many times before losing hope. For the time being I'm putting it away but I see a decent time here.
Despite the selection of several characters, if you are hoping for narrative focused on your character choice you may be disappointed. About 20 hours in and, aside from the opening, there has been very little pertaining to my particular character choice's motivation in any sort of specific way. Entering a new area or defeating a boss the character will stop and say something along the lines of "This will bring me one step closer to [objective]." and party banter outside of the opening is extremely bare. Instead you get narrative more pertaining to the background and lore of the land. If you've ever played Final Fantasy Crystal Chronicles, think of the narrative you are treated to whenever you enter into a new area, and you'll have a better idea of how the story actually plays out, at least as far as I have been exposed to.
The battle system is classic turn-based combat with a few new ideas that spice it up. Before each combat turn you decide your party's formation, which you can make up to six, with the addition of one purely offense oriented formation that you cannot alter and a run-away option. Each formation puts each character in a particular stance, starting with Attack, Guard, and Support, with more that you can unlock as you progress. Each stance raises the stats you would expect of them, but also possesses certain caveats, the most particular being using the Guard Stance with blocking skills causes that character to defend the entire party rather than just themselves. Which becomes a very important tactic because the game is not shy at all about being very difficult.
From the start you can have encounters that outnumber your party with fairly difficult enemies. Enemies can hit very hard if you don't have someone defending, and even from the start you will be encountering monsters that exclusive fight with magic that cannot be blocked. You will fight enemies that can stun you, that are faster than you, that have sweeping attacks. You have extremely limited options for skills at the start, and aggressively little means of healing in combat.
The counter to this is that, for starters, running away always works 100% of the time. As long as at least one party member is alive, you can flee from combat, with the exception of boss battles. Health always refills at the end of combat, though being KO'd reduces your maximum health until you sleep at an Inn, and monsters can attack character's unconscious bodies to further reduce their max health. Additionally, direct heals will revive KO'd party members, so you have no need of expensive revival items and spells. Most importantly, fighting hard enemies means much more frequent skill and stat upgrades, which do not require combat victory to keep, and that's where the game starts to feel very rewarding for sticking your neck into difficult situations.
The harder an enemy is, the more likely you are to see stat upgrades and unlock new skills. More effective than just spamming fights against weak enemies, you can run head first into enemies that you may not think you can even beat and still be rewarded for it. Enduring for as long as you can against patrolling mini-bosses lets you squeeze out many more upgrades than fighting dozens and dozens of weaker mooks, even when the fight ultimately results in you fleeing.
Enjoyable as that is though, the game suffers from two major flaws. Being random and vague. Both are in play, and it becomes very hard to tell if a misunderstood system is at work, or if RNG is in play. You are given some basics. If you are in a stance, you upgrade that associated stat for your character and/or the skill, and using skills of a certain category unlocks other skills in that category. What it does not tell you though, is whether or not upgrading certain stats is required for certain skills. I understand that using Large Swords gives me more Large Sword skills, but I don't know if attacking in Guard or Support stance as opposed to Attack stance will see be unlocking different types of skills than I normally would. Further more if different stats have effects on spells that are not so straight forward for it. If I healed in Attack stance and upgraded my heal spell's attack stat, does that actually do anything? The game does not make any of this information clear.
The random and vague nature of the game can spill over into the combat as well. I have seen a character repeatedly use a skill on the same enemy in different battles of the same area to wildly different effects. Slashing an enemy in one battle may result in 100 damage, but then the very next battle with the exact same damage, with the same attack from the same character, will suddenly see only 50 damage. Or with spells, the game allows you to manipulate the elemental values in an arena, and I could spend multiple turns boosting up the water value only to find my water spells deal the same damage or even sometimes LESS than times when the value was much lower. I don't know the reason behind these things, and the game is not forthcoming about the information, and that can feel very frustrating.
On top of this, the game is very slow to start. I'd say I was 8-10 hours in before I started to feel like I had enough skills to really feel like I had a sense of making my own victories through tactical use of skills rather than just hoping my stats were high enough to face against whatever I encountered. Despite what I said about finding difficult battles against mini-bosses, the beginning of the game is a series of old fashion mook grinding before you're going to be able to handle anything else. As I said before, the game starts you with aggressively few skills and options.
However I find the game enjoyable. There is a huge amount of skills and spells you can learn, and there is ample room for customization. Characters have starting stats and skills, but you can make any character learn to use any weapons or spells if you're willing to put the time into it, and there's enough of a variety to make each character feel specialized rather than a jack-of-all-trades. It has taken a lot of grinding but the game has opened up considerably as I have gone on, and I am happy with it. That said, the amount of time and frustration it took to get there was considerable. I would not blame anyone who was put off by it, ten hours to get past the initial dull grind is a considerable mark against the game and I would urge consideration of that, and while I am very much happy with the game, I would not recommend it to anyone with a history of giving up on RPGs for being grindy or slow starting.
With a minimal story, nothing was really driving me to keep going. Yes I know is have to get my memories back but why? Yes I know I should help the king but why? For people(such as myself) who need a decent story to keep them going I would suggest not getting this.
While the battle system was pretty fun my one issue was running away. Anytime you ran from a battle( and I do mean anytime) it would kick you back to the start of an area as punishment. Its good when you're trying to leave and area fast but if you're at the end of an area right before a boss and a enemy ambushes you and you have to run, that's when this mechanic really shows its flaws. Its a pain to have to drag your butt all the way back through an area just because you lost to an enemy or if you're too strong to fight it and you don't want to waste your time.
You also don't gain traditional levels in this game. Certain stats level up at random intervals. Use a weapon a lot? Maybe you'll learn a new skill. Kicked a bird in the face? Cool more tp for you. Its odd. I think it's supposed to be a spiritual successor to Romancing Saga(which I have played) but I don't feel it does a very good job capturing what made that game so much fun.
If this game is on a sale I would recommend picking it up. Otherwise it's not really worth it.