Target Acquired: Legasista

Now that we are almost done with dissecting (almost, but not quite) Mugen Souls, I’m going to start playing Legasista hard-core over the next week to push a review out. If I haven’t mentioned Legasista before, it’s an action RPG that gets its inspiration from Roguelikes, though it dispense with the whole “perma-death” part of the popular sub-genre. If you don’t know what a Rouguelike is you can learn more about that here.

What the game does have in common with Roguelikes is the use of randomization for things like weapons, monsters and dungeon layouts, and the ability to keep the stats and the skills you gain when you die.

The best way to describe the gameplay in Legasista is simple enough: anything that you can manage to get out of the dungeon with you, you get to keep. Sometimes that’s trickier than it sounds because getting to the exit in the more difficult parts of the game is like trying to turn a pig into a prince.

The other way the game is different than most Roguelikes is that when you make it out of the dungeon you are automatically healed and all of your weapons, armor and other trinkets (which suffer from wear and tear) are repaired. It’s almost like there’s some kind of magic involved.

This is just a light introduction to an incredibly deep game with a lot of moving parts. Hopefully we can evaluate the game while at the same time providing as much information as we can about all of the various systems buried within. Legasista is the kind of game that looks incredibly shallow at first glance, but provides a lot of replayability, customization, and variety.

We promise more soon, so watch this space.

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