The Legendary Axe

The Legendary Axe

released on Sep 23, 1988
by Atlus

,

NEC

The Legendary Axe

released on Sep 23, 1988
by Atlus

,

NEC

You are Gogan, a muscular powerhouse with enough guts to enter the Pits of Madness. Your mission: rescue the beautiful red-haired Flare. You are strong, but you also have Sting, a sacred axe to help you battle strange creatures and the savage cult of Jagu, fighting through mountain, jungle and cave environments to reach the lovely maiden.


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A really well put together action platformer. Great visuals combined with good sound effects and nice background music. The combat is on the simpler side, but it works well enough and the game doesn't overstay its welcome.

If someone in 1988 was like, “this game has the hottest graphics EVER!” they were probably talking about something like The Legendary Axe.

Foram dois dias tentando zerar o jogo e ficando irritado com um padrão bosta do terceiro boss que depois ficou tranquilo de entender. Difícil pra caramba!

A fun, but very punishing action platformer that demands precise swings, knowledge of power-up locations, and a good understanding of platforming.

The game plays similar to Castlevania, with the exception that the Axe "Sting" (your weapon in the game) is highly upgradable to have faster swing times and power shots if left unused.

Can't say too much, as I haven't played it nearly enough, but it is fun for what it is, and I can understand why it's one of the very, VERY few GOTY the TG-16 has ever produced.

I don't think there's another platformer in existence that has a more satisfying final upgrade.

Legendary Axe is weird because it feels very much like a souped-up NES game - which kind of gives it a really interesting vibe, but makes it feel a bit rough as a launch window posterchild. Like it has a lot of the strengths and hangups of a NES era game, just with a bit of polish over the edges. I like the gamefeel and feeling of butchering enemies with a swift axe blow, but a lot of enemies trend towards being annoying to fight, and the lack of meaningful bosses is a huge blow. I get the point of the charge mechanic and thought it was cool when it works, but it fucks with my mindset of 'throw hitboxes out rapidly and defensively', and I also feel like some situations just aren't designed around it: Enemies get very spongey near the end while constantly pressuring you from all sides, and it works as a metric of discomfort, but isn't actually fun to interface with on a gameplay level.

I liked a lot of it but it comes short in ways that deal a heavily blow to it overall. It's just ok.