Review

Fallen Legion Revenants (English) · Test

Veröffentlicht am 15.03.2021 von Soul-1

Titelbild von Fallen Legion Revenants (English) (PlayStation 4, Nintendo Switch)

Political intrigue and merciless battles

Fallen Legion is known as the first Indonesian video game to be released on consoles in 2017. Originally a two-parter consisting of Fallen Legion: Sins of an Empire and Fallen Legion: Flames of Rebellion, it was later released as a single package under the name Fallen Legion: Rise to Glory.

The game is reminiscent of Valkyrie Profile, especially at first glance, since in combat each character is assigned a button. Instead of a traditional turn-based system, it relies on a hybrid with real-time elements.

Almost 4 years later, the successor is finally on the market and brings new ideas to the table. You could already see a lot of potential in the predecessor. Will Fallen Legion Revenant be able to realize them?

Screenshot von Fallen Legion Revenants (English)

Lucien and Rowena

These are the two main characters of this story. Not much is known about Lucien except that he is very intelligent and his specialty lies in manipulating others. The ghost Rowena is the other side of the coin and helps Lucien as a ghost on the condition that he saves her son from prison.

The story is about the flying castle Welkin and its inhabitants. The real goal is to put a stop to the ruler Ivor, also known as the Warden.

A dangerous miasma that sickens people and turns them into monsters called Sluaghs surrounds the world, so the castle must fly to protect it. While Lucien is inside the castle taking care of politics and intrigues, Rowena has to conduct expeditions outside the castle.

However, this is easier said than done. Both have to make tough decisions that can decide between life and death. What stands out above all is the fact that many of them do not represent a right or wrong, but a weighing of pros and cons.

Surprisingly, neither of the main characters experience any development and it's all about achieving their goal. Again, Ivor stands as a big enigma, because you rarely get to see him throughout the game. That's why the story tries to slowly uncover his secrets. What is he hiding? Is he the real enemy?

The side characters fill the development gap of the main characters and show changes throughout the story.

However, not everything is optimal. Between fights, you come back to the flying Welkin Castle for breaks to make preparations. Unfortunately, the characters show no reactions to recent events. Among them, for example, an execution. This brings out a noticeable disconnect. The actual purpose of their conversations seems to be rather a check on where they stand instead of a narrative purpose.

The branches through the choices feel more like building blocks, lacking a certain coherence in behavior. In my personal experience, characters react in too much of a standard fashion and I couldn't see a good connection between choices and story.

On rare occasions, you come back to previous subplots, which again is commendable.

Interim Story Summary

It has a good premise and comes with many questions to ponder about. A flying castle, a strange miasma that threatens humanity, and the alliance between Lucien and Rowena.

The interactions between the two main characters show an entertaining contrast. While Lucien manipulates people and calculates casualties, Rowena always tries to find the best solution without sacrifices. They are a duo consisting of a heroine and anti-hero, so to speak.

The main storyline holds steady and the game manages to set the scene well for the restlessness of the entire crew.

The real criticism lies more with the pacing. Some of the exposition is mixed into the many battles and many of them have small missions that are time-limited. Of course, conversations don't consume any of the time.

As a result, a game that always brings short story snippets between long fights. Sometimes you have already forgotten some facts that were mentioned, as you need your full attention in the fight resulting in a lapse of memory.

Screenshot von Fallen Legion Revenants (English)

Gameplay & Controls

The controls are the easiest part of the gameplay. In combat, Square, X and Circle are used to call Exemplars to attack, while Triangle is reserved for Rowena's magic.

R1 and R2 are deathblow/magic modifiers. They are special attacks and consume magic that comes with ample supply. More on this later.

L1 is the most important key in the game and represents defense.

Lucien is designed to be even simpler and all interactions are displayed on the screen in context. For sneaking and stealing, the L1 key is then used to hide.

Preparations and politics: Lucien

Before the battle, you take control of Lucien to make preparations in the castle. Potions can be brewed in the laboratory for training with no actual use. The church decodes collected scrolls via the priestess into powerful magic for Revenant Rowena.

The activation of newfound Exemplar equipment requires the library. You also unlock the Exemplar if it’s the respective first Equipment.

Screenshot von Fallen Legion Revenants (English)

The Exemplars

Exemplars are the summoned fighters of Rowena and do not influence the story. It starts with a handful and then the ensemble completes at around 10.

From a macro perspective, there are only two types of Exemplars: Ranged and Melee.

Furthermore, there are the status points, with which you can see their specialization. Exemplars with a lot of HP and stamina are excellent at the top of the formation.

Ranged fighters are shooters and stay in their positions to attack. Melee fighters, on the other hand, move towards the enemy and attack directly.

Equipment

These come in sets consisting of weapons and armor. Each of these affects the Exemplars' status points, providing more flexibility in utility.

Unfortunately, the Deathblows are tied to the Equipment thus limiting the usability.

Screenshot von Fallen Legion Revenants (English)

Archeus

Fallen Legion Revenants decides against a level/stage system entirely and relies on the Archeus for progress. You always get them at the end of a mission and depending on how well you do, up to 3 out of the 3 randomly offered Archeus can be selected.

They are similar to accessories in traditional RPGs and come with many different abilities.

Some are simple attack or stamina buffs. Others have special conditions for activation such as Perfect Block, Elemental Edge, Pull, Push, Mana Chain, etc., and provide brief positive buffs.

It’s easy to recognize stronger ones because there’s an upgraded number at the tail end of the name. For example, one may have a 10% bonus while a +10 brings a 50% bonus or a longer cast time.

Up to 99 Archeus can be stored before the warehouse. Once it’s full you’ll be having your hands full in trying to manage them. Each Exemplar can equip up to 3, with the amount tied to Mastery progress.

Screenshot von Fallen Legion Revenants (English)

Mastery

All Exemplars have 5 Mastery abilities. The last one is automatically permanently active upon unlocking the first 4. To unlock the Mastery the Exemplars must individually complete certain tasks such as performing Elemental Edge, Mana Chain, Perfect Block x times, or hit the elemental weakness of enemies x times.

Mastery requires choosing between one of the 4 you have unlocked. You can look at them as bonus Archeus because many of these abilities are also available as such. You can see them as specially chosen by the developer to specialize their use.

I don't have a favorable opinion on this type of unlocking system, so it goes on the list of criticisms that will be covered later.

Screenshot von Fallen Legion Revenants (English)

Potions

Potions bring different effects but you have to find the ingredients in the story first before you can brew them. In my entire playthrough, I must have either missed most of them or come late in the game because I only had the ingredients for one recipe.

There is the healing of 25% for everybody, mana regeneration tile, immunity to a certain element, a tile where no AP is consumed, and much more among the effects.

This sounds all fine and dandy, but there is a gigantic catch. The potion has to be brewed by Lucien during the mission and that doesn't always happen. I.e. the potions have extremely limited utility, with moderate effect and one-time use.

In my own experience, it is a very easy bonus to forget. Overall, I only used it about once over the entire game. Also, they are not transferable to the next mission.

Screenshot von Fallen Legion Revenants (English)

Timer moments and sneaking segments

While Rowena fights outside the castle, Lucien has to deal with the inside. During a mission, the scene is often switched to him to show what is going on inside the castle at the same time.

Most of the time he is with selected characters in one or more rooms with the task of talking to them and convincing them to decide in a certain direction.

It also happens that he has to move secretly and thus sneak past the guards. It is not complicated and simply consists of hiding behind pillars until they pass you by. A cone of light represents the guards’ vision.

There are also gear puzzles to mix things up. Many of them with extreme time limits, making them difficult to solve.

Some of these moments give advantages in the upcoming boss fight. These include attacks or neutralizing attacks.

The biggest problem I found here is that there are moments where nothing can be done because something was missed in previous scenes.

Screenshot von Fallen Legion Revenants (English)

The combat system

Combat represents about 80-90% of the game. The best description is probably that it's a mix of Mega Man Starforce, Valkyrie Profile, and Final Fantasy's ATB.

As the controls suggest, the team consists of 3 Exemplars, each of which represents a button. The entire battle takes place in real-time on a 3:4 field.

Formation

You have to choose the Exemplars and their position in the formation: rear, middle, and vanguard. This is the only formation and you have to consider certain factors.

A majority of the enemies cannot target the rear and the center, i.e. the vanguard must take the brunt of all attacks to protect the rear.

In a few rare cases, your formation can break, e.g. by opponents attacking the rear. However, the most common reason is due to the player's movement in combination with the offense.

One of those examples is when an enemy is too close and leaves no place for the vanguard to step in. You must move backward to create space to remedy the situation. This does not happen often, but it is extremely frustrating and can lead to losses in unexpected situations.

You can rotate your formation with L2/LZ.

Battlefield and Movement

3 on the player side and 4 on the opposite side. Rowena is a non-active combatant who can move freely between the three tiles as a leader while the Exemplars follow her in formation. The Exemplars are fixed during attacks and break the formation. Therefore, it is important to keep an eye on the positioning.

There’s also a small delay. The movement is not fast and feels rather stiff because after a step it takes a short time before you can continue.

On the opposite side, up to two opponents can stand on a tile. Depending on the size, one can claim an entire tile for itself. So technically, there could be up to 8 small ones, 4 large ones, or a mixture of both.

AP (Action Points)

All Exemplars have 3 AP that automatically recharges quickly depending on the speed stat. Generally, it is enough for a constant rotation of 3 attacks per Exemplar. To make it a little clearer, if you go through one by one with the 3 attacks, one should always already have 3 AP again.

Attacks: Melee and long-range units

There is a huge difference between the two types of fighters.

  • Melee units move to the nearest enemy when attacking, boasting more HP and stamina. They are most suitable for the front of the formation. Some of them have attacks that dish out multiple hits. It sounds cool but also comes with the disadvantage of them taking longer to execute. On top of that, there’s a slight delay between finishing the attack and returning into position.

Screenshot von Fallen Legion Revenants (English)

  • Ranged units that are physically weaker, but can attack specific tiles with the Right Stick. Another advantage is that they hold their position when attacking, which makes them very suitable for the two rear positions.

Screenshot von Fallen Legion Revenants (English)

Block

The most important mechanic in the entire game and comes in 3 utility levels based on timing: Normal, Neutralize (slightly before the hit), and Perfect (just before the hit).

The normal defense reduces damage by about 50% and is presented by a grayed-out number. The 2nd phase neutralizes the attack and is in yellow letters.

Perfect Block is what you should aim for. Attackers are briefly paralyzed, projectiles are reflected and all Exemplars get 1AP restored. Reflected projectiles do extreme break damage and are the key to breaking enemies quickly.

Block is not available during an attack and it is one of the reasons why melee units are at a disadvantage compared to ranged units. This creates two issues.

First, they have no protection while attacking, since they are always on the front lines. Secondly, the timing of attacks with projectiles is greatly changed by the reduced distance. This leads to increased hit risk.

Ergo, it is hard to argue against the 2 ranged + 1 melee units at the front. This is because the slightest mistake could cause a break leading to a fast demise.

Blocking has a very short cooldown after use and leads to small gaps in the defense.

You also have the option to keep the defense up for a longer time. The stamina remains fixed so you don’t risk a break but it freezes the recovery as a tradeoff. It’s important to note that all units will be in block animation and can’t attack.

Screenshot von Fallen Legion Revenants (English)

Break System and Stamina

As with many current action RPGs, Fallen Legion Revenant has a break system. Below the life gauge, you can see a yellow bar, which is comparable to a shield. Drain it with attacks and they will fall into stun. In this Break state, the defense is reduced to a minimum, which makes a difference of about at least 50% or more.

The same applies to the Exemplars with a shield bar at the top right of their picture. After a certain amount of damage outside of defense, the stamina breaks down and leads to stun. This is a particularly dangerous condition as you are most likely helpless against incoming attacks.

For boss enemies, a special situation comes into play at the break where all Exemplars have infinite AP. Combined with reduced defense, this state becomes the main source of damage to the boss.

Screenshot von Fallen Legion Revenants (English)

Magic and Deathblows

During the fight, MP is built up with successful hits. In the beginning, the maximum is 3. As the campaign progresses, it is guaranteed to increase. It is the main resource for magic from the leader Rowena and Deathblows of the Exemplars. They are special abilities with different functions. Both are comparable, though Deathblows are stronger.

Rowena can select up to three magic. Fortunately, the ones from the beginning cover all the important points: Pulling, Pushing, and Healing.

Pulling and pushing are going to play an important role in some of the boss fights.

Deathblows are tied to the equipment with only the one from the weapon can be usable. The one from the armor is unlocked much later and thus 2 Deathblows are offered per unit. There are various attacks available depending on Exemplar. Some are specialized at Break, others are there to target all enemies or specific tiles. A few can set up buff tile.

Rowena's Celestial Grace is a good example of the latter. This magic randomly transforms one of the 3 own tiles into a healing tile. As long as Rowena stands on it, the Exemplars recover HP very slowly and their attacks have an additional HP drain function. Combine that with an enemy in a stunned state and you get a very fast recovery.

It is important to mention that Celestial Grace is the only universal healing option. So be careful when choosing your magic.

Close to the end, everyone gets a Max Deathblow that consumes the entire MP, which based its strength on how much you have charged up. So at a full charge, you get the maximum effect. The Revenant leader also gets magic of this kind.

Important strategic note: Later in the game, enemies appear that focus on supporting magic. Among the effects is immunity to specific elements or even absorption of MP. The effect remains as long as the opponent is in the casting state that renders them unable to do anything else.

These special abilities are canceled with a successful Deathblow hit. Therefore, it is advantageous to cover all enemy tiles.

Screenshot von Fallen Legion Revenants (English)

Negative tiles and manipulation of positions of opponents

The tiles have another function and can be put in special states. Unfortunately, there are not only positive states like Celestial Grace.

Some opponents can assign negative changes to the individual tiles. Among them are Weakness, Frost (slowing down AP), Stone (disabling attacks), Weakness, and many more. The same applies to the player's side, of course, although I could only find one Deathblow with a Thunder tile so far. If a new tile is cast the prior one gets overwritten, i.e. to remove a negative tile you can activate Celestial Grace for example, and pray that it comes on the right tile. Of course, if there are 3 negative tiles, it is guaranteed that one will be removed. Whereas there seems to be an exception with this system because I could find negative tiles that could not be overwritten. They automatically disappear after a set amount of time.

Some enemies, especially bosses, like to create positive tiles for themselves. To prevent these buffs, you have to change the position of the enemy. That's why skills or magic that pull or push the opponent are extremely important in some situations.

Pulling or pushing can force the opponents to change their positions. Thus, you can push their shooters ahead of their "tanks". This is especially important if you like to use melee units. Ranged units can ignore this problem with well-aimed shots.

Screenshot von Fallen Legion Revenants (English)

Elements

All Exemplars and almost all enemies have one of the three elements: Thunder, Fire, or Water/Ice. As always, this is also a triangle system. All units show increased resistance to their element and weakness to one of the two remaining ones.

Reviving Exemplars

When an Exemplar dies, it is far from the end. By holding their button, they’ll revive with full life energy. However, each resurrection takes longer than the previous one on an individual basis.

Another point that needs to be mentioned here is the controller's grip. This is because many use the thumb for the four face buttons, meaning you have to use a bit of imagination here to maintain full control when reviving.

Mission rating

At the end of a mission, a rating of your performance awaits. It consists of a maximum attack chain (so to speak combos without getting hit between attacks), damage dealt, attacks parried and the number of revives.

Keep everything in good numbers and you can snatch all 3 offered Archeus.

Advanced techniques

In the demo, you could already see the two advanced techniques mentioned in Mastery: Elemental Edge and Mana Chain. Both will be unlocked later in the story.

  • Elemental Edge activates on a Perfect Block by attacking one of the units that did NOT block the attack, i.e. the Vanguard is completely out of the loop. Except for area attacks, because it is not possible to determine who defended the attack. Why the developer decided on the restriction remains a mystery to me, since it is not even that strong. So what does Elemental Edge do? Every Exemplar has a fundamental element and the Elemental Edge imbues the next attack with it. It is the only standard alternative to Deathblow to use their elements.
  • Mana Chain is much easier to explain. All Exemplars have a 3 attack chain each with different attributes. Use all 3 AP in a row and the third attack is then considered a prerequisite for activation. For a short time with the next attack, the Mana Chain automatically kicks in.

With this mechanic, MP is charged in higher amounts than normal per attack. That is why you should always aim for it.

The enemy variety and their attacks

Overall, they can be divided into 3 categories. Some may even be a mixture of all three.

  • Melee

Just like the Exemplars, they approach when attacking. This often involves attacking only the vanguard, with long-range stabbing attacks targeting all three. The latter is rather slow attacks and thus can be parried very easily with Perfect Block.

These types of enemies have more life energy than the ranged ones and are usually on the front lines to provide protection. There are even specialized monsters that are equipped with a shield. They boast high break gauges and HP.

  • Ranged

These are the real problems. Melee enemies can be considered honest scoundrels. But when ranged combat comes into play, things get a lot dirtier.

Because specialists who stay on their tiles like to put negative anomalies on the player's tiles. The wild sow-like opponent type is one of them.

It gets even worse when an opponent has multiple projectiles with different speeds. Especially since you can't react to the extremely fast projectiles, making the execution of a Perfect Block a lot more difficult.

  • Mage

Many of the enemies are there to attack the Exemplars. But some of them specialize exclusively in targeting Rowena directly. You can see them as reddish orbs at her height. You can see wind up as the orbs get smaller and smaller and only then they explode.

This counts as a hit against all. You can't Block or Parry these attacks, which leaves only dodging. Doesn't sound so bad, but if the composition of the enemies consists of two or more of them, plus normal enemies then it gets messy. Furthermore, they tend to attack together and cover several tiles at once. And yes, if there are three of them on the field, they can cover all three of the player's tiles. The only way to get out of this predicament is to move between squares right at the blast.

One or two bosses of this type can perform extremely fast attacks in special circumstances, which are very difficult to react to by stepping on one of the self-created buffs tile.

Enemy diversity in the context

It starts with some easy to decent challenge but as soon as the composition of the enemies becomes more complex, the fun is left behind. Towards the end, you sometimes encounter compositions that are just as difficult as a boss. Imagine having 2 mages, 1 ranged fighter, 1 ranged fighter + melee hybrid unleashing their attacks.

Screenshot von Fallen Legion Revenants (English)

Mini-bosses and bosses

Mini-bosses are stronger versions of normal enemies and work the same way as bosses, i.e. there is a big life bar on top and on break, the Special Infinite AP situation is activated. They also have exclusive attacks that their normal counterparts don’t have.

The individual big bosses have one or more unknown gimmicks, which makes them very dangerous at the beginning. Furthermore, all of them have several phases that differ from the previous ones.

In some cases, both have a break trap built-in. After the break, they immediately use a special area attack that easily catches you off guard when you see it for the first time. You can't react to it and requires an estimate of approximately when the break state stops to defend yourself against it.

Bosses are the highlight of the game. In a positive and negative sense. When it's just one enemy, it’s a fun manageable experience to decode their fighting patterns and counter them.

Now comes the big catch. Some of these bosses bring henchmen into the game, which leads to absolute chaos. It was no fun fighting these types of a boss. This type of design has its positive uses, but I couldn't find that here and ultimately led to pure frustration because it requires too much attention across the screen.

Screenshot von Fallen Legion Revenants (English)

Criticism in Detail

We'll go a little deeper into the criticisms here because they are composed of several categories.

Balance/Gameplay

  • Stiff Exemplars: Glass Cannon Balance

In principle, the Exemplars are supposed to be strong in combination with Rowena. Equipped with the essential block function and supporting magic, they should be ready for anything. However, because of certain compositions even normal enemies can pose a mortal threat. Maybe it’s on purpose to recreate some of the souls feeling.

Although these extraordinary abilities make them stronger than the enemies, there are too many limitations on the player's side even if you overcome them.

Deathblows, while strong, are severely limited. Some are limited to certain tiles or force a ranged fighter to make a melee attack. The push effect is useful in some situations but hinders the utility. For example, when you try to use it for a Break it shifts the opponent backward possibly switching places so melee units can no longer attack that specific enemy.

The block is extremely strong and the timing is relatively generous, but the combat pacing relies partly on the enemies. Because when attacking you are completely open and the enemies will just power through it with their armor and high HP.

If the AI was extremely intelligent, normal opponents could overrun the player with targeted attacks because you’d have a hard time dealing with them.

  • Often lengthy battles

The fights are the main attraction of the game and take up most of the game time. Since a level system has been omitted, the Archeus system has to stand in for it. While they do get better as the campaign progresses, the random nature hampers the level of effectiveness.

Due to the Break System, all enemies have high resistance. Unfortunately, Archeus, Deathblows, and increased mana limit are not enough to shorten them enough. Due to the high frequency of fights and stagnant progress, players are likely to get bored towards the end of the game.

  • Same animation for different projectiles

Melee enemies are mostly still manageable despite being obscured. The biggest problem is with shooters who have projectiles with different speeds because the same animation is used for some attacks.

Among them are also lightning-fast ones that are almost impossible to react to.

It is still possible to react to their attacks when they are alone. If more enemies are added, it becomes just too much.

Perhaps these enemies are meant to counter the Perfect Block mechanic. It feels more frustrating than challenging though.

  • Led by the nose by Mastery

I'm not a fan of this kind of unlock design because it forces the player to act in a certain way. In part, you could even call it a punishment, because you have to unlock them to equip more Archeus.

The biggest problem is the unlock conditions. Some are tied to Deathblows, and if you're unlucky and don't find the equipment, you're screwed. Searching for the missing equipment is like looking for a needle in a haystack.

Sometimes the conditions are excessive, such as hitting the opponent's elemental weaknesses 700 times. I’m not sure if some units can pull it off in a single playthrough because it’s enemy-dependent. No enemy with that specific weakness? Crickets!

A little nitpick regarding the listing. All conditions are immediately listed, such as Mana Chain and Elemental Edge, which are only available later in the game. Normally these are at least grayed out to show that they are not currently available. In its current form, it can be easy for people to think they might have missed something because of this.

Chaos on the battlefield

  • Where to look?

This is related to the opponent's compositions. The enemy tiles are filled chaos ensues.

There are a total of 3 main zones to watch. The attack orbs above your tiles, the vanguard Exemplar because of the melee opponents, and the enemy field due to the shooters/long-range fighters. If a mistake is made, the entire concentration can collapse, leading to huge losses as the stamina from the vanguard is quick.

Screenshot von Fallen Legion Revenants (English)

  • Disrupted vision

Attempts are made to provide a little more visibility with the offset tiles. Unfortunately, only with limited success. The silhouettes of the keyframes are partially obscured and lead to a more difficult detection of the attacks.

Fortunately, projectiles are not affected by this and are always in the foreground.

Screenshot von Fallen Legion Revenants (English)

User Experience/QoL (Quality of Life)

  • Cumbersome Replayability

You can specifically play previous chapters from the beginning and take everything you've done so far with you. Unfortunately, chapters take about 2 hours or longer because of the battles. The first chapters can be slightly faster due to the more buff Archeus.

The further you are in the campaign, the more the advantages diminish until it disappears at the end.

Likewise, you get to the point where the maximum number of 99 Archeus is exceeded and you have to spend extra time managing them.

  • The Problem with Archeus

Outside of the normal gameplay, there are a few points worth mentioning. We'll start with the most serious one right away: Archeus. With a maximum limit of 99, it’s just a matter of time until you meet it. Unfortunately, there are no sorting options, so it's time-consuming to take care of them. Furthermore, no further uses are offered for them. Ergo, when searching for alternative story branches it comes as a cumbersome time trap.

  • Cumbersome menu navigation

A curious design decision is the omission of traditional button-press menus or quick menus with Lucien, and this although many buttons are not used. You are forced to go to the various areas to decode weapons or scrolls even though there is no narrative value. Perhaps something additional was originally planned but in the current format, it’s too cumbersome.

The main menu is exclusively accessible via Rowena in the main hall, as she is also responsible for the departure. Exemplars must be selected repeatedly for each sortie. Equipment, Mastery, and Rowena's spells cannot be set anywhere else. There is second access for Archeus in the lab, though there is no additional use for it.

Access to the different areas is the last item and rather nitpicky. In the beginning, there are 5 areas open and they can be entered over the edge of the room by using one of the 4 main keys for that area. Once it gets more, the real problem emerges. Both edges have different rooms to access, which means that it will often happen that you run to one side and don't find the area you need and therefore have to run to the other side.

It stands in stark contrast with the latest Nihon Falcom games from the same publisher NISA (Ys IX, Trails of Cold Steel III and IV).

Interim Gameplay Summary

The gameplay of Fallen Legion Revenants has its appeal and consists of good ideas. Unfortunately, the execution is lacking. It tries to bring action and strategy under the hood, though I can't tell which of the two is the focus. For action, the Exemplars are too weak and stiff. On the other hand, it's too full of action and variables to work out strategies on the fly for strategic-centered gameplay.

It's not noticeable at the beginning, but the further you are in the campaign, the more is thrown at the player and breaks the delicate balance.

Elemental Edge, Mana Chain, and better Archeus are probably meant to even out this imbalance and freshen up the gameplay, but the impact on gameplay is far too small to accomplish that. Towards the end, it leads to fatigue, as the formula has a hard time maintaining interest due to it becoming stagnant.

It's important to mention that the gameplay is by no means bad, but rather in a matter of taste.

Screenshot von Fallen Legion Revenants (English)

Graphics & Sound

Graphically, Fallen Legion Revenants adopts the HD 2D sprite style that is partly reminiscent of Vanillaware. You can see some creative freedom with partly fancy weapons in terms so of design. The animation also pays attention to details, with each character having a modest amount of different attacks. You can see the cape slowly moving for example.

As always, the beauty of these visuals is that they are evergreen and should look good on any platform.

One of the highlights is the battle music, which sets the mood nicely for the action. In quieter moments, it shows itself to be very subtle and doesn't stand out.

The voice output is only in English and is only used for the most important scenes. It is surprisingly good, with one character having an unexpected accent for unknown reasons.

Screenshot von Fallen Legion Revenants (English)

Verdict

Fallen Legion Revenants is a game with promising ideas and shows a spark of brilliance at several moments. However, the further you progress, the more you notice an inconsistency. While the enemies keep changing, the player’s options stagnate, and is forced to adapt to the increased difficulty.

The story does a good job of making the progress entertaining. The interesting lore and characters help.

I can't complain about the playtime, as you can easily get 30 hours with a budget price of 39.99€. If you add the many alternative decision branches, the game time rises into the stratosphere.

I recommend 100% testing the demo and seeing if it fits your taste in conjunction with the details offered in this review because there is a chance that this hits the right buttons.

Pro

  • Entertaining Combat System...
  • Interesting story, characters and lore
  • Plenty of playtime with at least about 30 hours
  • Good music

Contra

  • ...that starts to stagnate in the latter half
  • The player is strong and weak (Balance)
  • Too many fights hampers replayability

Wertung

Testergebnis:65%

6.5Zufriedenstellend

Kaufempfehlung

65% Kaufempfehlung

65%Angebot abwarten

Getestet wurde Fallen Legion Revenants (English) auf PS4 von Soul-1. Das Spiel lag uns zum Zeitpunkt von unserem Test in Version1.05 vor. Das Test Exemplar / der Review Code für Fallen Legion Revenants (English) wurde uns von Plaion (Koch Media) kostenlos zur Verfügung gestellt. Vielen Dank!