Legend of Legaia offered a busy take on JRPG combat. Clearly the centerpiece of the show, it combined turn-based systems with code commands utilizing the d-pad alongside usual controls, with hidden special move combinations halfway between menu selection and fighting game motion inputs (perhaps quoting from both FFVI and Xenogears). The obscurity behind unlocking these 'hyper arts' actually paints a neat form of dungeon progression: Players are urged to balance experimentation (unlocking new arts) and efficiency (using unlocked arts to avoid prolonging fights and taking extra damage). Mix that with individual enemy/equipment quirks and the result bestows each fight with a collection of details, with each detail contributing to the general challenge. That being said - the incrementing amount of inputs plus lengthy animations made for some incredibly slow fights, compounded by frequent encounters and sluggish world map traversal.

Other aspects, be it RPG mechanics, dungeons, items, most characters, story, etc. Are paint-by-numbers JRPG, even though a few town substories (Ratayu, Sol and Conkram) touch upon interesting yet morbid themes and imagery. The high points and charming aesthetics somewhat compensate for what's an otherwise deeply flawed work.

Reviewed on May 14, 2021


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