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It's quite possible that November 2008 will go down in gaming history
as one of the best months ever; four weeks of some of the highest
scoring, most innovative, best playing releases that we've seen
for a long time. But what of the also rans, what of the games that,
through a lack of luck, judgement or both, find themselves competing
with behemoths like Gears of War 2, Wrath of the Lich King, Mirror's
Edge and Call of Duty: World at War? Should we spare a thought and
a few hours from our busy gaming schedules for games like Legendary,
games that in any other month would be vying for front page coverage
and magazine bylines? Probably not.
Legendary
is a first person shooter that's built around the Unreal
Engine and very loosely based on the story of Pandora's box. You
play Deckard, an art thief who accidentally opens the mythical box
and unleashes a variety of legendary beasts on an unwary and unprepared
New York city. Branded with a mysterious symbol that grants you
special powers, it's your job to get the griffons, werewolves, sprites
and fire breathing toads back under lock and key before they destroy
the whole world. Now, as set ups go, that's not too bad really;
mythical creatures on the rampage in a modern day environment sounds
like it could be quite good fun. Don't let this fool you though,
because Legendary is a mess, and, more than anything else, a huge
disappointment.
You'd
think that a game with a setting as iconic as New York city wouldn't
have to worry too much about in terms of repetition; that with such
a huge canvas within which to play, the developers would be able
to create an interesting and varied set of levels to enjoy. What
you wouldn't expect is to spend most of the game under the ground,
in subway tunnels, sewers or cellars, only rarely glimpsing the
scope and scale of the destruction that's taking place in the city
above. Sadly, that's exactly what you get in Legendary; dimly lit
grey corridors, dimly lit white corridors and dimly lit train tunnels,
over and over again - and when you are allowed out into the city
night, all you get is the most fleeting of glimpses, before the
game forces you back down to another tube station or another tentacle-infested
sewer system.
The
weaponry you use to blast such betentacled beasties includes a variety
of small arms, assault rifles and rocket launchers, your arsenal
growing more powerful as the enemies become bigger and stronger
enemies. There are no health pick ups or recharging stations as
such; instead, the symbol that's branded onto your hand when you
open Pandora's Box at the start of the game allows you to absorb
"Animus energy", which can be found in the game world, as well as
harvested from dead enemies. This energy not only lets you perform
a repulsing attack but it can be used to power some machinery, and,
most importantly, to can heal you.
The
enemies that you face range from gangly, speedy werewolves, to rotund,
fire-belching toad creatures. You also have to fight off a secretive
black ops agency, on top of invulnerable air sprites, squawking
griffons and what looks like the Kraken. In an odd and archaic move,
a lot of these enemies are on infinite respawn loops, meaning that
no matter how many of them you take down, another group comes along
to take their place. To all intents and purposes, you could stay
in one room for the entire game, cutting down wave after wave of
beasts and never getting anywhere. In these days of Director AI
and brilliant game design, not only is this lazy - it's downright
unforgivable. Fights quickly become dull and predictable, while
tension and pacing are lost and the whole game becomes an exercise
in boredom.
The
graphics are solid enough, as you'd expect from a game based on
Epic's Unreal technology, but it lacks any of the visual intellect
of other titles that utilise the same engine, such as BioShock.
It's grey walls a go-go and, as grey walls go, they're just fine,
but who wants to spend eight hours looking at grey walls? The character
models also lack the artistic flair needed to make them into something
special; the griffons just look like stretched out chickens, the
minotaurs are fat and stumpy and not really that threatening, the
werewolves are too thin and typical to be memorable. Some of the
voice acting is passable while the rest is poor, verging on the
awful. The guns sound meaty and real enough, and the assorted shrieks
and calls of the dying populous and the mythological creatures are
all reasonably believable. There are moments of laziness and bad
design in the sound and visuals though that typify the way that
Legendary consistently fails; you hear a crowd shrieking and screaming
and head off to investigate, only to find this 'crowd' consists
of three people, two of whom have been dead for a long time. By
the time you've found them the sound file's run out anyway.
The
multiplayer modes are as dull and annoying as the rest of the game
but there's at least fun to be in hand in playing as one of the
monsters you fight against in the single player campaign. All of
the requisite modes are here, such as deathmatch, capture the flag
and variations there upon, but none of the maps or modes are good
enough to pull this game out of the doldrums. Also, I suspect finding
a game on Xbox Live will be incredibly difficult because anyone
with any sense at all is playing Gears and CoD.
Legendary
had so much potential; it had a great idea at its core, a sturdy
engine upon which to build and a console that could have handled
almost anything that the developers threw at it. What we've ended
up with is a shambles, a game that looks boring and plays badly
- a game that feels as ancient as the mythical beasts that you must
vanquish. There are the tiniest moments that shine through the dross,
where you catch a glimpse at what Legendary could have been, but
these moments are so far and few between that it's impossible to
recommend it - with so many fantastic new releases that are demanding
of your time and money, to spend either here would be a waste. Sadly,
this game is Legendary by name but certainly not legendary by nature.
Reviewed by Harry Slater for AceGamez (All Rights Reserved).
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