PS1 REVIEWS: Legend of Legaia

In their quest to dominate the console market, Sony pushed to build a massive genre-spanning library that could hold the console on its own, with JRPGs naturally being an important pillar of that library. While Sony published more famous JRPGs such as Wild Arms and The Legend of Dragoon, Legend of Legaia shouldn't be casually forgotten.

Thanks to its unique fighting-game-inspired combat system and rather impactful story, the game manages to make one hell of an initial impression despite some dated visuals. However, what starts as a promising premise soon starts creaking under the weight of its content, so much that you are too glad when the credits roll.

#A9: Legend of Legaia:-

Year: 1998, 1999.
Genre: JRPG.
Publisher: Sony.
Developer: Prokion.

"As if forsaken by God, human civilization collapsed. It was the twilight of humanity. Those who escaped the Mist inhabited desolate areas and protected each other."


Like many JRPGs of its time, Legend of Legaia begins with the almost cliched destruction of the main character's town, except for the fact that Vahn's village was, for all intents, already doomed before it was about to be destroyed. That's because the world was consumed by the deadly "Mist", a supernatural phenomenon that turns humans into monsters, which spread across the world.

Just as the village's protective wall was destroyed by an abominable monster and the Mist started getting in, Vahn was approached by a sentient mythical "tool" called a Ra-Seru, which sensed Vahn's good heart and helped him push the Mist away by reviving the "Genesis Tree". And so begins Vahn's adventure to save the world from the Mist.

Like many JRPGs, the story starts with a tragedy


Soon, Vahn and his Ra-Seru, which acts almost like Navi from The Legend of Zelda for this silent protagonist, meet two companions and their own Ra-Serus. Noa is a charming, optimistic girl who was raised in the wild by a talking wolf (who turns out to be her Ra-Seru), and Gala is a serious-minded monk who probably has the worst friend in the world. While the trio of characters and their talkative Ra-Serus gel well together, Noa's once charming antics start to really grate by the time the game finishes.

This trio travels around the world trying to defeat the Mist, and the highlight of the story is finding out how different places were impacted by this apocalyptic force. Most city dwellers were turned into monsters because of it, but a couple of places survived in different cases of distress thanks to the accident of geography. For example, one city was spared the worst of it thanks to its geothermal windmills, while another was forced to live precariously underground to avoid it. Despite the fact that the game's story does drag on, it remains a strong point of the game.


"Be warned! Take heed! The Mist is death in disguise! The Mist is the cradle of madness!"



If Legend of Legaia is famous for anything, it is famous for its unique take on turn-based combat, which feels like it takes direct inspiration from Fighting games; all basic attacks are composed of a few directional inputs, such as Up, Up, Down or Left, Right, Left. Each character has specific inputs that combine into special moves called "arts", which you can discover by accident or learn from talking to some NPCs. Like in Fighting games, you can soon combine your special arts into stronger ones, and the pace of discovery and frankly brilliant fighting system keeps things always interesting.

That is until you try and discover the more powerful arts later, which, with five or more inputs, are almost mathematically impossible to discover by accident. Also, frustratingly, one kind of "Arts" does not save once discovered, forcing you to have a notepad nearby to record it. At least those "Super Arts" make logical sense and can be discovered in the heat of battle, but the most powerful move for each character is an impossible 9-input string that would be "Miraculous" to figure out naturally.

It feels great when you land an Art


Another unique aspect of the combat system is the game's unique take on magic, which functions almost like the Red Mage class in Final Fantasy games. Characters can "learn" magic by defeating some special enemies, and the magic can be upgraded by use. Yet, this almost functions like the "summon" system in some other games in both function and form. That's because the MP cost of the more powerful spells is very high, and the animation for any magic attack is excruciatingly long. Ironically, you will most probably learn to ignore most of the magic "spells" except the absolutely necessary healing spells, since regular attacks and the more powerful "Arts" far outpace any damage you can get from magic.

In a way, the otherwise excellent battle system suffers the most from the game's length. While the initial challenge and difficulty of the game, coupled with the exciting discovery of new arts, keep you firmly engaged in the first two acts, the final third is where things nearly fall apart. The magic system becomes obsolete, with even the healing spells soliciting audible groans thanks to the long animation, and any hope of organic "Arts" discovery fades as you use the same exact moves to finish nearly every fight.


"Sol is known by many as Legaia's entertainment capital. Visitors enjoy the full facilities, theaters, fighting arenas, amusement parks, and more!"


Outside of its unique battle system, there is little that is innovative or special about the game. Its dungeons are formulaic light mazes with random encounters and chests, and there are no sidequests to speak of until the end of the game, where you can get a few powerful trinkets. Even the world map, where the slow movement is often criticized, is such a small part of the game that I wouldn't hold it against the game.

One location in the game offers some interesting things to do, and that's Sol Tower, which is incidentally one of the more visually interesting places in the game as well. Offering a rather fun dancing mini-game as well as the typical arena experience, it at least provides a moment of levity outside of the core gameplay.

Although Noa's contributions to the levity decreases with time


Yet, this is not to say that the game's world is not worth exploring. In fact, I often enjoyed going back to places I saved from the Mist and listening to the small stories of NPCs, which are quite impactful for a game of this time. Also, by the end of the game, you may actually be glad there aren't many side quests to further extend its runtime.


"Vahn, what's love? Does that have something to do with the Genesis Tree?"


Any PS1 game that relies primarily on polygonal graphics oscillates between the acceptable and the ugly, and Legend of Legaia somehow manages to hit both ends of the spectrum. Outside of battle, the characters are compressed and blocky chibi-versions of themselves, which look quite dated at times.

However, inside battles, the characters manage to nearly emulate the Fighting games whose combat system is influenced by. Large and detailed characters fill the screen and animate beautifully, with each slow-motion shot before an "Art" activates literally packing a punch. Fighting games were the graphical high bar of that era, and Vahn would have fit in Tekken 3 with some minor adjustments.

The in-game combat graphics are not far removed from the CGI scenes


While the game may have garnered some plaudits thanks to its few CGI scenes and extended magic summon animations, the true power of the game's graphics lay in its combat sequences.

Musically, the game's atmospheric soundtrack manages to match the bleak imagery of the game, with musical tones almost matching the muted greyish colors of the world. To that end, it's a very effective soundtrack, even if not particularly memorable, including the combat tracks, which do not dilute the boredom of the grind.

Yet, that highlights the transitions to a more energetic score in key moments in the story, where you are facing the creatures or machines that are generating the mist, reminding the player of the best parts of the game.


In Conclusion:


While almost every aspect of the game follows the same trend—where a highly promising start stretches thin over the massive length of the game—the core ideas remain incredibly strong. Truly, this is apparent in both the game's story and its initially brilliant combat system.

Still, despite the unavoidable fatigue you will feel by the game's end, the impactful story and the best memories of the combat system will keep the memory of the game long after you finish with it. I still remember my initial hours with the game when I initially played it over 25 years ago, despite never even finishing the first Act.

I do wish it was a third shorter, and that they didn't make me absolutely hate Noa by the end.


Final: 7/10 (Recommend at least playing the first two acts)
 
I can't deny the fact that I did enjoy my time with these guys despite the game's latter flaws

Pros:
  • Very good escape from hell story
  • Nemesis
  • The Mercenaries mode
  • The save room music

Cons:
  • A short campaign
  • Too focused on mediocre action gameplay
  • Lacks the mystery atmosphere of the earlier games

Tips:

  1. All hyper arts are found in the wild and cannot be learned.
  2. Use a FAQ to find the "point card" item in the early stages of the game, since you will need it in emergencies.
  3. Don't be proud; use a FAQ to learn some of the five-input Arts or higher at appropriate stages.
  4. Early on, when trying to figure out moves yourself, try to experiment in a systematized way.
  5. You learn magic by defeating "Seru" monsters.
  6. Gala is going to be your main magic user, so make sure he learns all the healing spells.
  7. Keep a notepad handy to record all the "Super Arts" you pull off.
  8. Don't waste time upgrading magic spells.
  9. Accessories are VERY important.

Too bad that magic attacks extend the game's time by at least a third

Series:

For those reading one of my PS1 review blogs for the first time, here is the basic concept:

I already reviewed both major Generation 4 consoles and am now reviewing Generation 5 consoles. I already finished reviewing the Sega Saturn, so I am now reviewing the PS1. In these reviews, I take a top 100 games list and review the games that interest me in that list. This time, my review series is based on this list from Retro Sanctuary and other sources, since the PS1 can handle a list bigger than a top 100. 

The Arts in the other hand land with power


Next Game:

Finally, I managed to play and finish one of the games I couldn't beat in my childhood, and I mostly enjoyed it. Legend of Legaia starts strongly, and is memorable enough that I forgive its latter foibles, even if I am glad to see the back of it by the end.

I am continuing with the addendum list, but I am skipping G-Police, which is a technically impressive game for the time but is frankly terrible to play, and going ahead with Ghost in the Shell, which is apparently much better than it had any right to be. I wonder what I, as a fan of the anime, will think.

Stay tuned to find out.
 

For Previous PS1 Game Reviews:

The List


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