Gauntlet Legends

Gauntlet Legends

released on Oct 01, 1998

Gauntlet Legends

released on Oct 01, 1998

Gauntlet Legends is an arcade game released in 1998 by Atari Games. It is a fantasy themed hack and slash styled dungeon crawl game, a sequel to 1985's popular Gauntlet and 1986's Gauntlet II and marks the final game in the series to be produced by Atari Games. Its unusual features for an arcade game included passwords and characters that could be saved, enabling players to play over the course of a long period.


Also in series

Gauntlet
Gauntlet
Gauntlet: Seven Sorrows
Gauntlet: Seven Sorrows
Gauntlet Dark Legacy
Gauntlet Dark Legacy
Gauntlet IV
Gauntlet IV
Gauntlet III: The Final Quest
Gauntlet III: The Final Quest

Released on

Genres


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Gauntlet Legends is pure arcade nostalgia with a fantasy twist! You and up to three friends hack and slash through hordes of monsters, collect treasure, and blast bosses in this chaotic dungeon crawler. It's simple, sometimes frustrating, but oh so satisfying. The N64 version might look rough these days, but the core gameplay is a blast, especially with buddies.

podcast fodder. it occurred to me over the course of playing that for four-player couch co-op like this, the mindlessness is a boon. you're supposed to be catching up with your friends and fucking around, not actually invested in the game.

it pulls surprisingly heavily from the original gauntlet with little variation: destroy generators that endlessly spawn, open chests and gates with keys, use potions as AoEs, destroy walls, open other walls. the only other mechanical changes is some light meter management, where you can activate one of three different special abilities depending on the level of the gauge or siphon some off to use a dash-twirl kinda action. other than weaving those in, you'll just be mashing the shoot/attack button, and with the advent of a 3D world and shifting perspective for the game, they've slathered auto-aim all over your toolkit, so there's almost no engagement other than being there to press the button... and if you're close enough to an enemy you'll auto-attack anyway, so who cares.

the main intrigue instead are the variety of environments and stages, each with their own hazards and puzzles to solve. you might rend an arena asunder by pressing a switch, skewing the two halves apart and exposing new corridors in the process. there's moments where you'll rearrange a set of catwalks by pressing a series of switches (although you never have access to more than one at once) to raise and lower them to match your character's height. in some (many) instances, you must painstakingly root out a breakable wall and enter it to press a switch and open a different wall somewhere else. indeed, most of the game consists of finding switches to press to access a new area; it is not uncommon for there to be chains of three to seven switches that lead to each other in the span of a single room. is what the switches activate occasionally cool, giving you a new path through the often intricate area designs? sure. but expect the whole game to follow virtually the exact same loop throughout: mash attack, press switch.

there's occasional gesturing to more of diablo-like system, the style which would quickly eat this series' lunch by the sixth gen, though it often doesn't land given the game's arcade-focused nature. other than adding a leveling and stats system to the original gauntlet experience, there's also this odd loot/power-up component, some of which is random but others of which are actually specific, often obscure unlockables within particular levels. of course, seeing as there's no permanence regarding items beyond keys/potions, these end up being temporary powerups; the thrill of grinding out skorne 1 so that you can get a piece of his armor set feels quaint when faced with the reality that said item will disappear 90 seconds into the next stage you play. as an aside: per the original game you're intended to replenish your health or revive yourself with extra credits, but seeing as this console version does not have that system, dying will kick you back out to the hub with whatever health you had going in. that might seem fine, but if you actually want to replenish to full health, expect to spend a lot of time grinding the first level for the 400-500 in health pickups that are guaranteed. for my final boss run, where I needed my level 60 max of 7000 health after spending most of the game maintaining about 2000, this was quite a chore.

this sega dreamcast version seems like a hodge-podge of each of the other versions of this game. compared to the playstation and n64 versions, which have a different set of levels and a proper inventory system, the dreamcast version serves as a more direct port of the original's levels and item system. oddly enough, it does have the additional endgame levels and skorne refight from the original home ports. it also carries in certain mechanical changes from the game's incremental sequel dark legacy, such as all of the new character classes and a functionally useless block ability; what the fuck is the point of a block in a mostly ranged game where having attack advantage is always a priority to avoid getting flanked and overwhelmed? probably the most bizarre aspect of the dreamcast version is that it runs like dogshit even with only a single player, and it retains the somewhat hideous look of the original game. not sure why the dc wasn't able to handle a relatively low-poly game built for a 3DFX banshee gpu, but I'm going to assume fault on the part of the developers.

still, a podcast game with some cool level visuals has its own appeal. was unfortunately left curious about dark legacy and the later gameplay revisions in seven sorrows. an arcade-style dungeon crawler does appeal to me in a base way, and I appreciate that this was an early attempt at creating an arcade game with a proper progression system (including rudimentary usernames and passwords!). should probably bring some friends along for the ride if I ever get a wild hair to try again.

Man I played so damn much of this game with friends back in the day. I don't even remember how good the game was, I just remember being stoked to have an arcade game I could play couch co-op with buddies.

Loved this game as a kid.
Wizards kick ass!

GREEN WARRIOR IS ABOUT TO DIE! TURBO ATTACK!
𝕀 𝕝𝕚𝕜𝕖 𝕗𝕠𝕠𝕕!

This is a lot of fun if you have 1-2 friends and kind of a slog without. Me and my brother played the first world together and I ended up finishing it solo, so I got both experiences.

The level design at the start feels tight, it's rewarding to search every nook and cranny for secrets and treasure. Each world has a theme, none of them too creative but it gets the job done. The big appeal is plowing through hordes of enemies and finding power-ups that allow you to do so more efficiently.

One major gripe is that it's actually really hard to restore health and there's no reason it should be that way. You can either buy a meager amount with your gold or replay one of the levels (the first one has a decent amount of health pickups) over and over, grinding your progression to a stop. It's such a pain I would just stay around 50% health and never grinded for more until the final boss.

The levels towards the end got too big for their own good, they often required finding hidden switches to progress that offered little to no indication of what they were actually doing. There's no map so navigating some of the more sprawling levels becomes an exercise in tedium as you backtrack to figure out which breakable wall you missed 10 minutes ago.

The bosses were the weakest part, they're all big stationary monsters that spam projectiles and none of them had any kind of strategy besides throwing everything you have at them to kill them before they deplete too much precious health.

Overall I have my gripes but it's still a great co-op game, and it's easy to overlook it's flaws if you have a friend or two to play with. The sound design is really iconic, I hadn't played this since I was a kid and I instantly recognized almost every sound effect. If you're looking for something quick to pick up and play with friends this a great pick.