Once you start to grow accustomed to the game's idiosyncratic rhythms - and it does almost feel like a rhythm-action game at times - it's rather satisfying to play. But it doesn't speak well to the game's design. Fortunately, as Fallen Legion: Rise to Glory's two campaigns were released as separate games on other platforms around a year ago, we weren't left hanging. At this point, we're not ashamed to admit that we went online to read up on the ins and outs of the system. Soon, though, you'll start to come up against tougher enemies that necessitate a deeper understanding of the combat system. Each of these spectral warriors has their own attacking and defensive qualities, and you'll want the toughest to stand at the front to bear the brunt of enemy attacks. Both protagonists control the battlefield from the back, summoning up to three ghostly champions (known as 'Exemplars') to do their dirty work. It's not exactly an action-RPG in the traditional sense, but Fallen Legion's fights are way more kinetic than your average Final Fantasy wannabe.Īt the outset of the game you pick from one of two generals, Princess Cecille or Legatus Laendur, who are vying for the recently vacated throne in the fantasy land of Fenumia. This side-scrolling role-playing game features a competently written narrative as well as light choose-your-own-adventure elements, but at the heart of it lies a pacy timing-based combat system. If nothing else, Fallen Legion: Rise to Glory suggests one possible solution to such a conundrum. RPG developers have long struggled over how to make a turn-based battle system that excites on a visceral level.
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