Operation Backlog Completion 2025
Nov 162018
 

Legrand Legacy: Tale of the Fatebounds has receive a major update to both its combat system and the script.

Combat changes include fancier effects, difficulty options, improved enemy AI, options to turn the ACT system off or make it easier, and other adjustments.

There are a few other gameplay changes, including a save point added to a part of the game where a save point is desperately needed, but also major changes to the script.

When I reviewed Legrand Legacy earlier this year, most of my criticism fell on the characters and their interactions. The character writing dragged down what could have been a good story, and it was the main reason I felt Legrand Legacy didn’t live up to its potential.

The developers didn’t go into specific detail about how the script has changed, but said the script has been rewritten. New cutscenes have also been added to the ending. Meanwhile, on Reddit, they suggested the character interactions will be much better now.

(While they haven’t said so, I assume all of these changes will be in the console versions when they launch early next year.)

Of course, with my backlog of games to play, I’m not sure I’ll replay a 40-hour game just to see the new script, but I have to admit I’m tempted. If feedback to the revised version is positive, I just might take a look to see how Legrand Legacy has changed.

Jun 222018
 

After I covered the release of Legrand Legacy: Tale of the Fatebounds, the developers sent me a PC code so I could review it.

Legrand Legacy is a turn-based RPG styled after classic JRPGs, particularly from the PS1 and PS2 era. Aesthetically, it definitely reminded me of that era (particularly through the occasional silent CGI cutscenes).

It has turn-based combat, but with timed button presses to determine the effectiveness of your move. Your skill with this really determines the difficulty. Battles can be brutal if you’re struggling to get the timing right, but using the system effectively together with exploiting enemy weaknesses makes battles go much better.

(Combat also got easier for me when I realized the healer, Eris, actually has exceptionally powerful magic attacks once her stats are high enough.)

Technically, there is a world map, but since most locations are separated from one another by oceans or dungeons and you can’t enter locations until the plot mentions them, the world map felt more like a nod to the idea than anything else.

Towns present you with a menu from which you can access different areas you’ve already visited, which seems particularly strange since you have to go to each area’s exit to reach the menu and dungeons use the normal structure of interconnected areas. It make it easy to get to specific parts of town, but it always felt a little odd.

The dungeons were hit or miss. Some were all right, while others used gameplay mechanics that felt designed to make them as annoying as possible, such as one dungeon that has high water so you’re forced to walk at a much slower pace. The biggest exception was the final dungeon, which had a clever design and felt satisfying to get past.

Now, for me, the most important parts of an RPG are its story and characters. Legrand Legacy started out strong, and its plot had several interesting parts. One lengthy CG scene was especially exciting… and left me wishing the rest of the story measured up.

Click for major Legrand Legacy spoiler
I also have to give it credit for permanently killing off a character. It was a shock (especially since I relied on her often in combat), but a lot of developers seem unwilling to take a character away like that without replacing them. Being reduced to a 5-person party for the rest of the game made it feel more impactful.

Unfortunately, the party members pull the overall experience down. Some of them are okay and the main character is tolerable, but a few of them (especially Aria and Kael) are downright annoying.

Conflict between the characters generally goes like this: a secret is revealed about one character. Another character becomes furious. The first character swears they had a good reason for not telling. The second character yells about how they can never trust that person again. Other characters suggest that is unreasonable. The second character refuses to listen.

The first time this happened, it was okay. The second time, it felt like maybe an intentional parallel between the two scenes. But after a while, it just started to feel ridiculous. Do none of these people trust each other?

Everything culminated in an ending that, while cool, raised several questions.

Legrand Legacy: Tale of the Fatebounds pays homage to old PlayStation JRPGs and it definitely has some fun moments and cool scenes if you’re a fan of that style of game. Unfortunately, its execution–especially where its characters are concerned–falls short of its potential.

Jan 242018
 

We haven’t talked much about Legrand Legacy: Tale of the Fatebounds before, although I did interview the developers for Nintendo Chit Chat.

Legrand Legacy is out now for the PC, with a Switch version to follow in Q3 2018 and PS4/Xbox One versions in Q1 2019.

It is a turn-based RPG inspired by classic JRPGs. Here’s the official description of the game from the press release:

After displaying mysterious powers beyond his control, Finn is freed from violent slavery and vows to save his liberator’s daughter. This leads him to a prophecy, a group called the Fatebounds and their quest to save the land of Legrand from the resurgence of a conflict that previously left it in war-torn shambles.

Saving the world may be a colossal task, but Finn is not alone. While adventuring, he can recruit citizens of Legrand to join the Fatebounds and upgrade their headquarters, Dumville Castle. As their ranks swell, the Fatebounds will acquire the services of shopkeepers, blacksmiths and others in addition to party members who can turn the tide of battle.

The Fatebounds must master both turn-based combat and tactical warfare to counter their enemies’ weaknesses. Victory will grant them stronger attacks, new magical abilities, and the materials needed to craft new weapons and armor.

When the battle for their homeland gets tough, Finn and his companions can take time to enjoy the beautiful environments of Legrand, depicted in a delicate balance of eastern and western oil paintings. Narrative-driven side quests, fencing competitions, heart-racing hack and slash battles, and fishing are among the abundance of activities waiting to be enjoyed in this yet-thriving world.

“Legrand is a land full of life, engaging activities and nostalgic throwbacks to the JRPGs of yore,” says Iain Garner, director of developer relations, Another Indie. “This epic tale pays homage to the greats with its beautiful and riveting world, cast of exotic characters, and twists waiting to be uncovered.”

It was inspired by many classic JRPGs, include Legend of Dragoon (another game I need to play), with timed button presses as part of its combat system. There are also tactical warfare scenarios, as well as a city restoration/recruitment activity. The launch trailer shows some of this in action.

Legrand Legacy has gotten good reviews so far, and it also seems fairly lengthy. Although a lot of indie RPGs are on the shorter side (especially compared to the classics they pay homage to), Legrand Legacy is supposed to be about 40 hours for the main story and up to 60 hours if you want to do all the side content.

It’s available on Steam now for $24.99.

I’m not sure yet if I’ll get Legrand Legacy now or wait for one of the console versions, but either way, it sounds like a game I’ll want to play. What do you think about Legrand Legacy: Tale of the Fatebounds?