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GAMES

LEGEND OF LEGAIA
SCUS-94254
Copyright © 1999 Sony Computer Entertainment, Inc.
Sony Playstation, 1 Player
RPG
Memory card: 1 block
Analog Controller Compatible
Vibration Function Compatible
Available Now in the US
$39.99
Where to buy
FAQ

—by Eri Izawa








LEGEND OF LEGAIA qualifies, like too many recent games, under the familiar heading of, "Just how desperately do you want to play a console fantasy RPG?" For all its pretty 3D graphics and drawn-out plot, LEGAIA somehow simply fails to draw the player into the world and its characters. (If story and characters are more important to you than 3D graphics, go out and get LUNAR: SILVER STAR STORY COMPLETE instead.)
  The story is reasonable, if a bit overused. The hero is a young man (with big anime-blue hair) who teams up with another young man (Gala) and a cute young woman (Noa) to save the world. In this case, the threat seems to be a mysterious Mist that is converting certain magic-item-like entities (the Seru) into evil monsters, and even worse, is converting the people who wear the Seru into mindless creatures. Unfortunately, most of the world population relied on Seru, so by the start of the story, most of the world's population is made up of mindless creatures who have been stuck that way for ten years.
  Our heroes are encouraged and aided by "Ra-Seru," special Seru that give them magical abilities and which are unaffected by the evil Mist. Each person has one special Ra-Seru that he or she wears, much as TALES OF DESTINY paired people off with swords. So, this party of three humans plus three Ra-Seru must go around the world reviving the holy Genesis Trees (which help reduce the Mist and empower the Ra-Seru), and also destroy the sources of the Mist. Of course, they are thwarted by evil characters, including a bunch of bosses whose origins aren't explained until near the end of game, and one highly obnoxious and unfortunately poorly developed character by the name of Songi.
  Like many RPGs of this type, combat plays a large role within the game. Perhaps it is here where LEGEND OF LEGAIA fails most obviously. The box cover proclaims a "New combat system based on fighting games." Arcade excitement? Hardly. It's the same menu-driven system you'd find in most fantasy RPGs, just with pretty 3D animations. That in itself wouldn't necessarily have been bad, if only the combat moves (and the spells) didn't take forever to play through. And if the standard combat music wasn't so darn self-important. And if the characters were less irritatingly smug in their triumph poses. And if the spells weren't so expensive to cast ... Suffice it to say, something about combat just went wrong.
  On the other hand, something about combat did go right: the monster design and animation are perhaps the strongest features of the game. LEGAIA's monsters include some familiar figures (ogre-like, or lion-like), but many of them are just plain bizarre, original, and fun to watch. As mentioned above, the creature and character combat moves are somewhat time consuming but otherwise well-done and compelling. The main characters' faces are also expressive, detailed and nicely done in 3D.
  Too bad the same can't be said of the main characters themselves. They're theoretically interesting ... they just fail to come across that way. Our hero says very little, and too often comes across as not the strong silent type he's supposed to be, but a mindlessly silent type who has nothing to say. Gala is a monk-type who, taught to never rely on Seru, must be won over to the use of the Ra-Seru; other than this, though, we find little depth to his character. Probably the most interesting character is Noa, the young woman. She was raised by a Ra-Seru-possessed wolf in a sealed-off cave, a promising start that is sadly unfulfilled. Her solitary childhood seems to have little to no believable impact on her reaction to other humans, human society, or even in her choice of words and her taste in clothing (where did she find fashionable clothes to wear in her closed-off cave?). She also has an unforgettably perky personality which has its winning moments, but which sometimes can make the player wish she were deleted off the game CD. Still, she shows the most growth and the most insight of all the characters.
  The plot itself has a few clever twists and turns, but more often than not, just seems to plod along. Our heroes are treated too often like heroes, with glad NPCs thanking them profusely and promising to tell future grandchildren of their heroism. It mostly comes across as hollow ego-boosting, repeated over and over and over again. Here and there, small continuity failures (such as the unlikely ages of the children in the city of Sol) and, even worse, forced and artificial emotional scenes (such as a poorly executed teary family reunion) all combine to weaken the overall experience considerably. It's as if the designers tried too hard to put in "the right ingredients," without really knowing how. Thankfully, the game gets more interesting and intense towards the end, such as with a look at some of the bad guys and a reversal of fortune for our heroes, but alas, it's too little, too late. By the time the (predictable) ending occurs, it's hard to care much. Console games need to draw the player into the plot and characters early, and in this task, LEGEND OF LEGAIA largely fails.
  Overall, LEGAIA disappoints. It's playable. It can be enjoyed. The monsters and animations are cool. Too bad so little else is.

Rating: 6 / 10


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