
Take part in the story set in Agia, a continent inflicted with conflicts between two races. Join Alan, a young man from Scarleta who lead a small legion of warriors, to take over the reign of Dark Lord. Find the true reason behind the conquest for Agia in this tactical turn-based game.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 21 reviews with recorded playtime.
Reviews
Обычная пошаговая RPG-игра, но в отличие от игр "RPG maker", более интересная, с неплохим сюжетом и приятным визуальным рядом. Вы берёте на себя роль лидера небольшого легиона, цель которого восстановить мир после нападения сил Темного Лорда. Происходит всё на средневековом континенте "Агия", во времена великой войны между двумя расами. Игровой процесс не совсем типичен для пошаговых боёв. Сама игра поделена на главы, а в противостояниях есть конкретные цели. Уничтожение всех противников (классика), Выживание, побег и т.д. А вот процесс самих боевых столкновений по-классике. В боевом режиме, как вы, так и ваш оппонент, действуете по очереди, один ход за один раунд, и не важно какое само действие, атакуете ли вы, уходите в защиту или используете предмет из инвентаря. Но перед этим вы можете поставить своего персонажа на нужную клетку, дистанция которых варьируются в зависимости от персонажа. А если вы подошли вплотную к врагу и нанесли ему удар в упор, то он обязательно контратакует, нанеся вам урон или промазав. Это работает и в обратную сторону. Ввиду этого рекомендуется заходить противнику за спину, чтобы он не смог дать ответку. Естественно, есть персонажи и с дальними атаками. Здесь без всяких сюрпризов:-) После каждого сражения вы получаете очки опыта, которые присваиваются вашим персонажам после достижения их определённого уровня, что даёт возможность разблокировать систему комбо, значительно разбавляющую игровой процесс. Заключается она в том, что во время боя появляется маленький синий круг, который нужно нажать в определённый момент, что приведёт к множественным атакам, наносящим серьёзнейший урон. В общем, игра неплохая, но на любителя жанра. Приятный визуальный ряд и анимация; неплохая музыка; простой, но интересный сюжет; интересные механики боя, немного разбавляющие игровой процесс; разные игровые цели, на протяжение 30 уровней; много персонажей, каждый со своей историей; нет русского языка, но есть достижения, коллекционные карточки и облачное сохранение.
*[i]disclaimer: I'm sad to put a thumb down mostly because there aren't many reviews and this would probably weight a lot on the game's rating, but I can't recommend it as it is now. I've written my review in english in the hope that the developers could read it and possibly think about my issues and suggestions[/i]* Legion Tale takes many things from other games (mostly from Fire Emblem, but it also has the direction-facing guard and from Ogre Battle and an active system during combat to concatenate attacks through a very simple QTE, like in Legend of Dragoon), and while it would seem a great idea I'm sorry to say that it isn't implemented very well. I'm really sorry to say this because I can understand that the developers worked a lot on the game, but there are too many problems and even after self-forcing myself to continue playing I couldn't go on. I played up until mission 20 (the game should be around 30 missions as it is written in the game's description), and these are the problems that I think must be addressed (most are within the combat system): [list] [*]The Attack Point system has to be re-worked: in the game every attack uses a certain number of APs, so most of the time your units can't make combos (or even attack once during your turn) because they don't have enough APs. These Points can't be recovered with some items, but only increments automatically at the start of every turn. I understand that this is a way to make the game less easy (without this, after getting the rythm of the QTE you could oneshot every enemy with every unit), but this isn't the right way to do this: this is a strategy game with active combos and you can't send an unit to kill an enemy and discover that you can't do it because after 1-2 attacks he still has some HPs but you dont have enough APs to finish him. Other times, you try to be parsimoniuos and actively fail a combo only to discover that the enemy survives with 3 or less HPs. I think that the simplest solution could be adding a new item that restores APs (the balancing would also be simple because as any other item in the game it would be automatically given in a fixed number at the start of every battle). [*]There is also another problem with the attack system: just like in Fire Emblem games, every unit has a hit percentage, but you can miss the attack even after doing the QTE right (and consuming APs). I don't think that's very fair. If you get all the QTEs right, the last attack is a critical, but as already said you need a lot of APs to do the complete combo, and most of the time you don't have them. [*]Defense system has to be at least modified: when your units are attacked during an enemy turn, if they aren't killed they can make one (and only one) attack that costs 0 AP. So, it seems good, but in reality the enemies can make combos just like your units, which means that if you are unlucky, they can oneshot your unit and you can't do anything to avoid it. In a game that uses QTEs during attack phases, why there couldn't be QTEs during defense phases? Maybe, and that's just my two cents, the hypotetical defense QTEs could be to block enemy attacks (at 0 AP cost): this way if you're good enough, your unit could survive. Maybe to balance this, the response attack could be removed. [*]Judging from all the above things and noticing that there isn't a limited number of turns, one could think that the right way to play the game is to fight defensively, but that way the lack of a way to speed up enemy turns becomes more glaring. [*]I also find a problem with the behavior of enemy units: some stay at their location until one of your units enter their zone of menace, others continually swarm like zergs, both in the same battle. The worse time is when your objective is to kill every single enemy on the map, but they patiently wait for your units to come, resulting in an annoying stretch of time and turns. [*]Last thing (but that's a minor problem), the english text should be revised. [/list] I think that this game could be much better, and I'll probably give it another chance after some possible update.
a decent game to kill time... The price surely match the quality of the game :) The voice acting (opening) is nice... The story is also decent... The game reminiscent of the early years of fire emblem game...
Bad translations kind of ruined it for me, kinda hard to justify in a story driven tactical rpg. I like this style of game, I don't mind the graphics being on par with snes / sega genesis games like shining force...but it's hard to get into a story when you can barely understand what they are saying. Also a little information since the current rewiews are sorely lacking in this aspect. Options include - volume control - fullscreen / windowed selection - That is it. No controller support for what is basically a 2 button game, aka yes / no, or select / cancel. For 5 dollars it didn't seem like a bad game to waste time in but the translations were more then I could personally stomach after playing 2 battles.( as a side note the voiced part of the opening was decent, but the text between battles was pretty bad) If there was a neutral review option I'd give it that, but since there isn't and I requested a refund...I'm going to have to say thumbs down....Shining force 1 and 2 are like 3 dollars each if you want to play the actual games the combat system for fire emblem came from.
A pretty decent game! Usually RPG adventure battle is not my thing, but I suprisingly taken a liking to this! The turn based game is pretty unique unlike usual RPG maker games, and the story is interesting. Worth the money spent.
一款回合制游戏 游戏主要流程就是 剧情 + 战斗 间隔着出现 战斗模式敌我双方轮流行动,每轮每个角色可以移动移动一次;攻击/防御/使用道具 一次;先后顺序不定,可以先攻击后移动、也可以先移动后防御 攻击距离和角色攻击类型有关,远程的可以攻击更远的距离,如果你攻击目标时处于对方的攻击范围内,则对方可以反击你一次,但这里有个例外,如果你攻击近战目标的身后,对方会无法反击,可以好好利用这点,每回合绕到敌人背后去发动攻击、同样也要注意你自己的队伍构成,避免把某些角色的身后置于敌人移动范围内 敌人一般两种移动AI:一种是主动攻击,会不停向你靠近;一种是被动防御,只有你移动到他的移动范围内是才会主动出击。后一种的敌人需要好好利用,千万别一下子走到对方多个被动防御单位的攻击范围内,导致同时被多个目标攻击,反而可以移动到单一目标的攻击范围内把他勾引出来,以多打一,逐个击破 每场战斗结束后,你可以获得一些升级点数,分配到不同单位上,等级达到一定程度后可以解锁连击系统,算作游戏的一个特色之一吧 所谓的连击系统就是在战斗回合里,屏幕中间会出现一个蓝色小圈,你需要在外围大圈缩到小圈时点下,可以触发多段攻击造成成倍的伤害 游戏总体上来说算是比较用心吧,至少是不是用RPG maker做出来的,不过整体质量来说也不用报太大的希望 比较容易玩腻,感觉都差不多,就是勾引出来,围殴,然后再勾引再围殴,如果一不小心走错一步就会满盘皆输,战斗时又不能存档,每盘战斗时间也不算短 角色立绘也非常单一,只有一种,不管什么剧情都是这个样子,也算个小瑕疵吧
sausage party+men only world=meh
Хорошая Инди Пошаговая Тактика. А Здесь будет кошка, люди, которые будут пролистывать страницу, могут погладить ее. /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
Lots of legionaries, zero fun. Graphics look like a 2012 mobile game, combat as exciting as a draft office line. Only achievement - learned to regret wasted time. 2/10, even tactical game fans will be disappointed.
[h1][b]Not Recommended[/b][/h1]
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