Разработчик: Soldak Entertainment
Описание
During the Orc Schism, the entire Orc race was violently split into Dark Orcs, Zombielords, and the Mutated. The Mutated are tainted with Orc blood, a zombie parasite, and necromancer magic. This makes people seriously mistrust and even fear them. The fact that they slowly mutate over time makes it even worse. Who is going to trust you when you grow horns overnight?
Despite all of this, the Mutated are actually more closely related to the Elves, both their behavior and physically. They want to prove this to the world, but they are facing a tremendous uphill battle.
The trickster god Din was intrigued by their chaotic mutations and burning desire to prove themselves to the world. Always in need of champions, he made a pact with the Mutated. Each volunteer would become one of his champions trying to save the world wherever Din sends them. In return, each time they die in his service he resurrects them to continue their service.
Din's Legacy, as well as the Mutated's and yours, are all in your hands! Can you be the Champion that is needed?
Features:
- Experience your character mutating over time for good and bad
- Guide your character's evolution (choosing/improving skills, suppressing unwanted mutations, etc)
- Use mutation points to mutate your character towards another character or sub-class
- Uniquely created worlds for every game, with different scenario, win/lose conditions, areas, monsters, items, and quests, give the player a new experience every time
- Explore a dynamic, evolving, living world
- Your choices truly impact the game
- Co-op multiplayer to adventure with friends
Поддерживаемые языки: english
Системные требования
Windows
- OS: XP or newer
- Processor: 2.0 GHz Core Duo (or other equivalent)
- Memory: 512 MB RAM
- Graphics: GeForce 2 or better
- Storage: 500 MB available space
Mac
- OS: OS X 10.4 (Tiger) to 10.14 (Mojave)
- Processor: 2.0 GHz Core Duo (or other equivalent)
- Memory: 512 MB RAM
- Graphics: GeForce 2 or better
- Storage: 500 MB available space
- Additional Notes: OS must support 32 bit applications!
Linux
- Processor: 2.0 GHz Core Duo (or other equivalent)
- Memory: 512 MB RAM
- Graphics: GeForce 2 or better
- Storage: 500 MB available space
Отзывы пользователей
broken ARPG fun
I'm honestly not sure about this game. Like a lot of Soldak's games there's a lot of really cool ideas marred by spotty execution, but this one in particular is plagued with technical issues that keep me from truely enjoying it. I hope that whenever they finally go back to make another top-down ARPG they start over with a more modern like Godot or something, because I really want to see some of these idea come to fruition.
If you love action RPGs but have held off on this because of the graphics/art style, buy it now. It's a very unique spin on the class hack and slash/loot formula, with lots and lots of randomization of skills, classes, enemies, areas, events, loot, etc. Fun as hell.
Played this one soon as I managed to grab it, same as every Soldak game. Something felt... strange, so I dropped it and went back to Din's curse, since Zombasite never really caught my attention.
Several months after dropping Din's Curse - and most every other game due to old-guy related life stuff - I tried it again. This time, I didn't have the recent memory of Din's Curse or DoP to compare with, so I was able to play it with no nostalgia-tinted eyes. And it was just awesome.
The game certainly picks up the best from Zombasite and implements it just the way it should be. It can be challenging at times, maybe even frustrating, but there's always a way to win the game, even if it involves charging, retreating and charging back against the same clan, or boss, or whatever.
The game gives you many, many tools, including the new mutation system and the crafting system, which allows you to improve your items, in case you haven't been able to buy any better. Skills are well balanced, and the new class system (I think it's new?) allows one to focus much better in fewer skills, giving shape to much better, solid characters. Clan mechanics work well, and few things have given me the thrill of a clan invasion.
The speed and feel of the game will remind those old enough of Diablo 2, yet the systems in this game run much, much deeper. Monsters are not varied just because, and will pose really unique threats depending on race, variation, level, etc. Graphics have been improved (not mind blowing, but better), sound is way, way better than before, and music has an epic tone that the previous games were somehow lacking.
All in all, I find this game a really solid entry in the Din's universe. I see many months of play to come, and with the new class unlock systems it is guaranteed to last more than a while.
Terrible game. I tried to like it, but its pretty clear Soldak dropped this one after rushing it out. All I wanted was a new Din's Curse. What I got was a punch in the face. If an enemy kills you it goes up 3-5 levels. Which means that it 2 shots you if you try to kill it. You broke a demonic gate like you where told to? Congrats, now every enemy is 7 levels higher near that gate and they are chasing you home, where they slaughter your 'clan' and destroy your stone.
Did I mention how half of your skill tree just straight up dissapears!? Like wtf. I made a necro for skelly and skelly archer, but realized no skelly archer. 4 characters later, it looks alot like the skill trees are randomzied or skills just start dissapearing. ... excuse me for wanting to build my character, as opposed to it being compeltely random.
Worst title in the Soldak library. Dins Curse was amazing, as are the Drox Operative games. Get those.
Tons of bugs, especially where you need to reach an area to complete a quest but it's inaccessible, and when you finish an area but the winning condition doesn't get triggered.
Not nearly as good as Drox.
Longtime fan of Soldak, this is their best game to date. It's slightly irritating that each 'new' game is sold separately, when they're mostly iterative -- they should be patches. That said, each game shows marked improvement over previous titles and I never feel the price wasn't worth it. They're a small company and deserve the income.
Graphically, these games have never been fantastic, and this is no exception. However, it's a quite unique take on the action RPG, and well worth playing for fans of the genre. There's a bit of a learning curve, but the extensive 'help' does a fantastic job of explaining everything.
There's a hefty amount of randomness so each playthrough is unique, and you can tailor the difficulty and the experience as a whole to exactly what you like. If you like torchlight or fate and also like Siralim Ultimate, this is exactly in your wheelhouse. If you like this game, try those if you haven't played them yet.
Well, I risked purchasing this game when I never even heard of it before. I am shocked at HOW GOOD IT IS! I love it and have been playing 170 hours. I am not bored. I am not disappointed at all. It is challenging and there is so much to explore. It is the biggest surprise in my library of 100s of games. I have played every ARPG game ever made. At least I thought so. I have played everything from Diablo to Skyrim to Borderlands to POE to Last Epoch to all the others. I am so pleasantly surprised by this game. Thank You!
A great game IF you know what you're getting into. Don't expect a polished or balanced game, or even a glimpse of a story - Din's Legacy is all about procedural generation & dynamic event mechanics that the developer has been experimenting with since 2007.
It's a Diablo-clone where you create a character and then carry them across multiple randomly generated scenarios, with goals ranging from defending a town from invasion to a 1-to-1 duel in an arena.
What really makes the game stand out is that every single monster can level-up as well (similar to Shadow of Mordor's Nemesis system), can organize raids & attack your town, killing all shopkeepers. NPCs also form factions that compete with you to finish the game, recruiting other NPCs and engaging in diplomacy & war. You choose a class but can mutate into others, even getting the same skill two of three times. And those skills can also mutate and become more powerful - or a giant liability.
It's a massive, glorious and janky mess of mechanics for you to play with, challenge and exploit . If that's your thing, you can spend days playing around with the systems, trying the multiple scenarios offered by the map generator and trying to make the most OP character possible.
Din's Legacy ist the Best of the Best of Mr. Peelers Portfolio... In this Package you get it all...
"I click you to Death" - Check
"I can Build my Char as i like?!" - Check
"Vast Open World... with Fiendish Mechanics" - Check
"Factions that follow their own Agenda?" - Check
"Factions that Explore, Expand, Exploit, Exterminate?!" - Check
"A Quest System that keep's you on your Toes all the Time?!" - Check
"Unlimited Replayability?!" - Check
Well keep glaring at the "You Guys got a Smartphone Right?" Company... Here is a Company that merges 4X with Diablo 2 and a dynamic living open World that gives you at the Start a Quest Line (Procedural) and than keep pileing more and more Stuff to do on you... Very Satisfactory^^
Imagine: You are fighting your Nemesis One deep in his Dungeon.... Suddenly a Message pops up that a Fraction has send a Boss Monster to your Hometown...
What to do?
Keep fighting your Nemesis?
Or running back to the next Teleporter 3 three Floors above you... to save the City because one Quest says that important NPC in your City must not Die?....
You rush back and defat the Monster attacking the Town.... A Message pops up that Monster Hero Grimelda the Whatever.... has killed your Nemesis and thus failed your Mainquest...
Game Over... start anew... (Don't worry you keep your Char...)....
9/10
Din's Legacy is an ARPG (action RPG) focused on replayability and generating crazy situations. Almost everything in this game is procedurally generated, so you'll never play the same scenario twice. If you're familiar with roguelikes (like NetHack, Angband, ADOM, Tales of Maj'Eyal, etc), I could describe this game as the "rogueiest" of the ARPGs, with a brutal difficulty curve, high randomization, unidentified items and unpredictable moments - but the permanent death is optional here.
If you're familiar with Soldak Games and/or have played Din's Curse you may be wondering what are the differences. And it's simple to explain: Din's Curse is just like Diablo 1 (a single giant dungeon, slower paced), while Din's Legacy is like Diablo 2 (open world, faster paced and with more features). Both are good in their own way, but if you never played a Soldak game before, I recommend you to start with Din's Curse to have an idea about how the "dinamic, living world" of their games work, since that game is not so hectic and complex as this one. And if you fancy something more complicated, give Drox Operative a try.
Each scenario (which is some kind of mini campaign) will last you a few hours. You can choose between escape a huge dungeon, save the town, survive a zombie invasion, among others. Keep in mind that, being a heavily procedurally generated game, this game will sometimes throw you in an almost unwinnable situation, and when this happens, go ahead and generate another scenario. The gameplay loop is basically winning (or losing) scenarios and levelling up your character (level cap 100), who mutates as you play according to several situations related to what's happening right now. And when you're done with some character, you can manually choose to mutate to other class (you can even make hybrid classes!) and let your creativity go wild.
Overall, Din's Legacy is a great game if you don't mind weird graphics, a slightly dated User Interface and some performance issues here and there - remember to let your graphical options at the standard setting, as this game is badly optimized (which is its major flaw IMO). If you end up liking it so much as I do, you'll wonder why you never found a game like this before, as this is the evolution of the ARPG genre that will provide you endless amount of entertainment.
Pros:
*Super deep and fun
*Addictive game loop
*Combat is extremely satisfying
*Loot is almost always interesting
*Several classes combinations
*It feels like a roguelike ARPG
*Achievements and cloud saves
Mixed: (may or may not bother you)
*The procedural generation is very wild, for the better or worse
*The mutation mechanic is a hit or miss. I like it, but I know plenty who don't
Cons:
*Slighlty dated UI
*Poorly optimized. Turn off dinamic shadows for a smoother experience
Din's Legacy is simply too unfinished a game to be recommended. It needed months of additional development and polish. As post-release updates have seemingly stopped, and were only minor bugfixes prior, it appears that Legacy will never be more than that.
Legacy is built upon the framework of Zombasite, giving it an already weak foundation. Ideas that made previous Soldak offerings stand out are reduced to shells in Legacy. Diplomacy is technically still present, but is completely useless. Zombasite's town defense is present, but town guards are not, which renders the quickly destroyed town gates nearly worthless. Far from Drox Operative's interweaved relationships, there are no negative consequences to your quest selection; just complete everything. The Zombasite infection is brought over, but is more frustrating than anything else. Worse, Legacy's new gimmick, skill mutation, feels like an alpha implementation of a concept.
Difficulty is all over the place, with different scenarios ranging from dirt-easy to nearly impossible when tackled at the same difficulty. The difficulty curve within scenarios is flawed in a different manner, hardest at the start but reduced to cake-walk busywork by the latter half.
The mutation system, which theoretically allows any character to gain any skill, suffers from the unbalanced nature of skills. Some skills are simply more valuable than others. Some are valuable enough that you are simply handicapping yourself, at times greatly, to not obtain them. With the ability to fill your skill tree with viable options, there is no reason to waste points on upgrading skills that offer minimal improvements.
Though some issues were fixed post-release, the game still has some annoying bugs. For example, uneven ground (particularly underground caves) will sometimes "eat" ranged attacks that should not have been blocked, forcing you to move to another position to even have a chance of hitting a target.
If you're a fan of Soldak games, you shouldn't have any trouble deciding if the game is for you. I'm sure you know that ALL of his games have a DEMO, right? :)
That said, as an existing fan, I felt the fun factor was ramped up and the stress (my choice via setting) was lowered with the addition of **Exploration mode** and the Mutation system.
If you want more challenge you do not have to take advantage of being able to build the character that you want.
Want to be a Nightshade, Weaponmaster, Healer, Demon Hunter, Warden, Necromancer?
You can, even if your official title might be a bit shorter. This is all done via the Mutation system -- combining points, a bit of luck (can re-roll mutations with more points) and very little in-game money.
Not to mention it is FUN to have unexpected mutations develop (say Super Hero - 20% increased stats but less gold and loot) -- unless of course, you're after a spreadsheet D&D build. Not that the latter is a bad thing and out of reach for the most part (with more effort), it's just not what the game is about.
Some things to know:
-- The longer you play (and more characters you create) the more classes, mutations etc.
that open up.
-- Companions (Minions) are more effective.
-- Zombie infection is minimal unless otherwise chosen. (re: Zombasite)
-- Far less micromanagement but also far fewer interactions with NPCs.
There is little in the way of clan and town building -- at least compared to
former games.
-- Graphics somewhat improved, gameplay improved.
-- Same one-save system. If you don't like this, you might like GameManager (free).
I find saving the game at interval X improves the system.
-- Remains family-friendly, focused on gameplay and fun.
-- Learning curve is not steep, perhaps in-between Din's Curse and Zombasite.
(Somewhere between Tourchlight and Rocket Science -- Hard to qualify for non-players)
--Some things are a bit smoother with the UI. The game can feel awkward for a
new-to-Soldak-games player but that should pass if you stick with it a few hours.
The game, like others from the Developer has a dedicated but niche following for good reason but I feel Din's Legacy will appeal to a bit broader base due to the open, near unending character building combinations and fine-turning difficulty mode as well as adding scenarios. It's also super fun on co-op.
Love It!2
TL;DR This trash should burn in a fire.
IF you enjoy wandering through uninspiring, ugly mazes for hours, fighting same creatures with terribly boring skills for crap loot, hoping that the RND doesn't mess your run - buy it. Otherwise - stay away.
I've played 100+ hours of Drox Operative, and fair amount on earlier games. This was an unpolished gem.
I've played ~20 hours of Zombacite before giving up on it - the game was awful.
I've played 2 hours of this Din's Legacy, and that's enough.
It is not about fatigue - ARPG is my favorite genre, and I gave Soldak the benefit of doubt for many years. My mistake.
When you have an unpolished gem, do you polish it, right?
OR keep digging in random spots at the same field, until you lose the gem in one of those pits, and your shovel is broken? That's exactly what Soldak did with Zombacite and Din's Legacy.
Din's Legacy is not a finished game, nor a good one.
- It's 90% same as previous Soldak game, with some features ripped out, some new implemented. You still fight same bunch of enemies that make no sense, in same uninspiring biomes and dungeons.
- There is no balance, no synergy among most of features left over from previous projects.
- RNG is a dumpster fire. High-level enemies spawning, traps, ambushes. Combined with damage scaling, this makes core gameplay tedious. Not hard, just annoying.
- Core new idea - mutation - is unpolished, half the time it would just add another layer of RNG to survive against. You randomly get new skills and curses on you, little control over it. Have 'fun'.
- Most other gameplay features and mechanics (both old and new) are unnecessary, they have zero meaningful impact, do not add anything useful to player's experience.
- ALL features, visuals and UI/UX feel outdated - I am talking '90-'05 sort of outdated, in a bad way.
This is what other studios could call a proof of concept.
But instead of iterating on it, removing most of the junk and improving the few decent bits...
...This mess is being sold for $20, per each failed attempt of a game.
Enough is enough.
P.S.: I've had more fun writing this review, than actually playing the game.
TL;DR: If you have never played a Soldak game and like hack-and-slash games with RPG mechanics look past the graphics and at least give the demo a try. The game won't win any award for graphical design but it easily makes up for this with its dynamic world and stellar amount of character customization.
After "Depths of peril", "Din's Curse" and "Zombasite" (And their related addons) the game "Din's Legacy" is the fourth installment in this surprisingly long running series of Indie titles. If you played a Soldak game before you know what to expect: Each new installment adds a new core feature to the game and tones down the previous versions core feature to ensure it remains present without being as dominant as in the previous game. In this game the strong focus on town management from Zombasite is gone (But still present) and instead a heavy focus had been placed on taking character customization to extreme levels.
But let's backtrack a second for those who never played a Soldak game and could use a short intro: Each Soldak game is an aRPG hack-and-slash game with lots of character customization set in a dynamic, evolving world. The evolving world is what generates emergent gameplay that makes each run unpredictable. In most games you receive a quest to slay a villain and after that you can do whatever until you feel like slaying him. Here, the villain won't sit around and might instead cause an uprising. Or sabotage your town. Or start a war between other monster species. And all these situations in turn have a chance to escalate as well (Or resolve themselves at times). Essentially you are PART of the world, instead of being the CORE of the world as you are in so many games.
Din's Legacy: Character customization to the Nth degree
There is some slight irony here. When you first create a character you enter a name and select a gender and class without further customization (No customization of appearance, skills and so on). And initially this might feel like this is just a very limited, standard fare game. But trust me, appearances are deceiving as Din's Legacy offers a ridiculous amount of customization for a character.
When you first select a character you are given a basic set stats (Str, Dex, Vit, Int, Sp), some basic attributes ("You get X amount of defense per Y amount of Dex") and some basic skills as is standard in an RPG. What sets Din's Legacy apart however, is its mutation system. Each character has a regular level as well as a mutation level that can be raised. After each mutation level you can opt to mutate your character which essentially allows you to mix your character class with a different character class. In essence this means that every character has the potential to learn each of the 100+ skills that are available and you can have something like a plate armored mage or a healing rogue or anything in between. (If i limit myself to
The mutation system is more than just mixing classes however. Aside from controlled mutations there are also random mutations that change your character or skills in interesting ways. As a random mutation you may get a new skill, an upgrade to an existing skill, a mutation to an existing skill or a character mutation. Mutations to existing skills can make them more effective, or may cause skill to trigger another skill when used. For example: Your weak dagger blow may suddenly have a 25% chance to cause an earthquake on every kill. Or your character may have a character mutation causing you to suddenly have Stalker Feet that grant 25% extra move speed while preventing you from wearing boots. As each skill can be mutated onto other skills (And skill can have more than one mutation) you are essentially guaranteed to never play the same character twice.
That said: Mutations can be undone if so desired by spending skill points, which are refunded once you use a controlled mutation to make a skill go away. This ensures that the games randomness never makes a character unplayable or undesirable (Though there is an optional difficulty setting to prevent refunding skill points spend on mutation. As well as an option that disables removing mutations altogether for those so inclined). Besides that there is also still the crafting system, the gear system, the party member system where you can recruit a party member. All in all there is a ton of customization available which ensures very high levels of replayability.
Game Balance
One slight note however, is on game balance. As every character can learn every skill there are some very overpowered combinations of skills, gear and stats around, while there are also skills and combinations that are utterly weak. Personally i absolutely love theorycrafing a new powerful or wacky build and don't mind at all if they end up being overpowered or total failures (Fruits on ones labor, eh?). That said, while skills can be refunded some slight planning or overall idea of a character build goes a long way in making an effective character.
Closing comments
In closing comments i would say i am one of those gamers that generally cannot spend hundreds of hours in a game: of the 519 games on Steam i have 100+ hours in just 31 of them. Soldak is some weird exception to the meta here: I have 200+ hours in Zombasite, the only game i didn't originally purchase directly from the developers website. And I actually played all previous titles more than Zombasite as the town management just wasn't my bread and butter.
Din's Legacy is at the time of review at 88 hours and i essentially just got started after i mostly decided to wait for the games full release before getting into it. Considering "Customization" is my most fun activity in this game series i fully expect this game to be at 100, 200 or even 300+ hours in short notice.
In other words: If you want a fun, repayable aRPG / hack-and-slasher i doubt you will be disappointed.
I say this game is the pinnacle of Soldak games. It takes everything that has been learned throughout the previous games and combines them with a unique skill mutation system. If you have played one or two of the previous Soldak games you will most likely enjoy this one.
However, if you have played all of the previous games, then you may not find this to be much fun.
I really like the mutation system, but its the same skills from the previous games, its the same clunky combat. I know that I will invest heavily into just a handful of skills and primarily use just 2 skills, a single target skill and a multi-target skill. Maybe if I had not already spent hundreds of hours in the previous games I could still find that fun.
I do recommend this game and will most likely spend more time playing, but it will be the last Soldak game I buy until they get a new engine and completely start over on the skills and combat.
Positives:
-The game is very fun with more than 30 classes.
-The mutation system allows you to mix any passives and skills allowing for a massive number of possibilities.
-The game modes and difficulty have many great custom options so the player can choose.
-Lots of different game modes and the randomness of mutations, maps and monster traits keeps the game unique.
-Lots of gear customisation and an in-depth crafting system.
Negatives:
-Modest learning curve: game starts off quite difficult (especially for melee), certain features are obscure (e.g using empty vials on health stones to acquire potions, upgrading weapons and gear by continuing to repair them etc.)
-There are some minor bugs which you probably will encounter at some point or another, but you can just create a new scenario map.
-Help features and information can be vague.
-Characters stats and combat stats are quite detailed but the underlying scaling and skill/passive interactions are not always clear.
This game is a blast, and has a free demo if you're on the fence. It's an aRPG with deep character customization through gameplay mechanics, a ton of classes (30+??? I'm a sucker for a class system ala FFT/Ogre Battle/etc), and roguelike randomization. Is it rough around the edges? Yeah. Does that make it any less fun once you understand the game? Nope. Incredibly impressed with a game that didn't even begin to be on my radar prior to the Steam release.
Din's Legacy is a really fun upgrade to Din's Curse. It was modified from Zombasite with many aspects removed and added to be a "Din's" game. It takes away focus from clan management and puts an emphasis on dynamic quests and semi-randomised character building along with a more dynamic randomly generated world than Zombasite had due to the new inclusion of height-maps to the terrain.
The gameplay revolves around solving quests as quickly as possible before the subjects of each quest cause more problems (and thus, more quests) to appear. The world is alive and everything moves regardless of your presence. Monsters get stronger from killing each other, clans attack you and each other or form alliances, the monsters can destroy said clans, your rivals can cause messes that you have to clean up, and the world generally gets more and more dangerous the more you faff around without doing anything about it and the monsters follow a rival system (like a simple version of the one in Shadow of Mordor) wherein getting killed by one will upgrade them and make them a bigger problem in the world.
The character building, unlike Zombasite, revolves around randomisation in the form of mutations. You pick a single class at the start and you have basic skills that determine what kind of equipment you can use and your stat bonuses, and skills that give basic passive and/or active effects as well as active skills. Initially, these skills are a bit bland and it's even worse that you can only pick one class at the start, but as you mutate your skills gain strange and exciting modifiers that make them behave differently, you get new body parts that grant you new skills or give you different traits, and you can manually mutate yourself into another class or character, randomly making some their skills available for you to spend on. This means that the class you pick only really determines your starting point but your build can evolve in any direction from that point on, including becoming almost an entirely different class or a horrible amalgamation of all of them.
Mutations can either be helpful or detrimental and you have a chance for either depending on how you're doing. Dying more often than not (or maybe always?) gives you bad mutations such as making you more frail or more ineffective at dealing with the enemy you died to, or making you claustrophobic, making it harder for you to work underground. You can also gain traits that are have both beneficial and detrimental effects. They can be related to the time of day, how effective you are in different weather types (there's a dynamic weather system, too), etc. This is the most interesting part of the game, IMO since this is what mainly sets the game apart from other Soldak games since the dynamic world is present in the others.
The faction system is still present like in Zombasite but to a lesser extent. You can no longer micromanage it the same way you used to and winning quests is not always related to them but you still have an obligation to protect your starting town most of the time. The zombie and infection system is also still present as a part of the dynamic world.
The game has almost no story to speak of even if it was planned to have a bit more but it doesn't have much use in a game like this so it was simplified. If you're here for deep lore and a linear story to play through, you're out of luck. The game's all about mostly mindless hack and slash ARPG gameplay and its roguelite features and randomly generated world and quests reflect that strongly. Each scenario varies greatly and even when you get the same scenario repeatedly they can vary greatly from each other, too. You'll go from your goal being solely to eliminate a rival enemy who's working as hard as possible to muck up the world as you are in fixing it, to being placed inside a large, sprawling dungeon to must escape from, to being tasked to eliminate all factions in the region you've been placed in, possibly using some diplomacy and subterfuge to get your way, to having to defend your starting town for a while. The consequences from region to region carry over as you finish them and leaving problems behind will come to bite you in the ass later on.
The game's presentation is extremely dated despite being somewhat upgraded from the previous titles. The game in general is more or less quite iterative and mostly derivative of other Soldak titles and some may even see this as an update in the form of a new game or a reskin of their others but I feel like the game has its own merits and differences to be worth while even if you already have Zombasite and especially if you want a MUCH improved version of Depths of Peril or Din's Curse.
Overall, the game's a pretty damn good time waster and it has fun and functional coop, too. If you don't mind the bad graphics by today's standards, subpar audio design, and pretty much bad presentation in general, you'll probably have a blast playing this when you get bored of finishing the stories of other ARPG Diablo-likes because this game has truly endless replayability.
Been enjoying this game, I'm glad it isn't like the others its more rogue like and a bit more strict on your class building.
Dev(s) seem much more active on this project then the previous ones.
They actually added and edits things My self and others posted were wrong or seemed to be missing.
an for that i have to say this game is a must.
Now before i get into comparing this with other titles from Soldak the multi player no longer requires a port forwarding method or hamachi based connection. Which is a nice upgrade.
Now as for how to compare this to the others id says its more of a Zombasite meets Something new not quite a Dins Curse feel, seeing how Dins Curse was a simple dungeon fighting game with little substance this one has more to it then that. It takes RNG and Building a character more of a focus the world its self is some what unique with secret areas and new underground zones. It does seem unlike the other games Dins Legacy got a small graphic update compared to the previous games in some areas.
The classes are unlocked rather in a unique way not saying its new but achievements unlock a class and hovering over that class says what achievements you need. Which is a nice if you are the achievement hunter type how ever some people might see class locks with achievement locks as a bit harsh, which bring me to mutations the game introduced.
Mutations replace the old school class giving 3 skill tree types, a more improved hybrid class if you played a previous title. For example my Healer was a starting class it took some time killing an hiding behind NPC's before i started to gain some mutation experience but once i did i became a healer guardian, which meant i could do a attack skills and heal and yes healer does have attack skills most the time you will want to attack since monsters are tougher in this game. Eventually my Healer Guardian became a Healer Guardian Magician. Which granted isn't a "pure" skill tree still is 3 skill trees like previous titles.
I got about 700-800 hours as of writing this review. So if you ask if i enjoy the game the answer is yes.
and if i would suggest this to other, i have an they enjoyed the game. 10 out of 10.
Let's admit it : i'm in for chaos.
Destroying an altar and watching a god spawning which is big half my screen, being allied to clans but destroying em in the end just for the shiny loot, trying to figure out if the build i had in mind can actually work someway and....mutations!
Character building has gone even more insane you get random mutations on lvl up (mutated lvl) and you can also spend mutation points to get skills from other classes. Is that not enough for you? Almost illimitate freedom in building your character? Well you have issues...
Update 11/25/2020: I played again for several hours, almost a year since my last update. For fairness I also played Din's Curse just before (the really old game). I have to say for all the new features, Din's Legacy mostly adds frustrating / annoying features. I noticed that any creature that does more than a basic attack generally just applies a damage-over-time effect that is difficult/impossible to mitigate. The skills aren't any more exciting than Din's Curse.
Din's Legacy main thing is mutations. They are a bit better now than my previous reviews - in how to keep them or get rid of them. There are (mostly) good mutations and sometimes bad mutations. You can get duplicate skills like +0.4% damage per Strength, but it is unclear if they stack (I don't think they do).
Most of my experience with Din's Legacy, after playing Din's Curse, was frustrating. I constantly have to go to town but with no good way to do that unless I found a waypoint. You don't get a good variety of vendors - it's random. My melee guy had a bow and leather vendor for one world, rubbish. They never change, by the look of it.
IDK, the game could be a lot better. But it's OK. I wouldn't recommend it over the other games though.
Update 1/1/2019: I played another 6 or so hours again. My experience was a little better, most of the bugs I previously mentioned have been fixed. But it's still pretty substandard. There are so many classes, but the magic system is still very boring. I played the defender class this time around and the area spell (some kind of earthquake, forget the name) deals -30% weapon damage which is pretty fair. At rank 2 though it only goes up to -29% weapon damage but costs 15% more mana.
There are a ton of classes now which would be exciting, except they aren't special. Most of them share skills/talents from other trees. Some of the later trees don't even have as many spells (yet?). There are only a few classes that are really viable for a regular game.
The scaling in this game is really only designed for weapon classes, none of the casters I've made were any good, and summoners have been complete garbage. If you do want to be a magic caster prepare to be disappointed because the entire mutation/multiclassing system does not mix well with the spell system. It is like playing Diablo 2 before the expansion, where each skill is completely isolated in damage and the only way to improve is to put more skill points in it. Diablo 2 LoD fixed this by adding synergies, elemental damage bonuses and all sorts of cool things. Din's Legacy has none of that.
So, I was playing as a defender and lucked out with the perfect skills from the other fighter trees. I had the barbarian's fast attack spell which was insane with my two handed weapon. But even then, I would randomly run into avatars or other "elite" enemies which just one-shot you. And I wasn't built as a glass cannon, there's just not much you can do aside from playing on a lower difficulty.
One of the most disappointing features is that you can find legendary weapons that are just laying on the ground. They disappear and turn into a trap (obviously). You don't get the weapon afterwards. This makes it so any time you see a legendary weapon laying around, it's most likely not real. That really goes against this type of loot-based action RPG.
I think most of the "features" in this game were a thought the developer had, but never flushed out. Almost everything has a touch of good ideas behind it, but zero depth. Like faction relationships, town events, the zombie system... You can even cause a cave-in (rocks fall on you) if you cast an area spell underground. But that's just... unnecessary. And only a problem for the first few levels, after that it's just annoying.
Finding shops is difficult and 90% of the time it's a shop you don't need, like a "cape vendor" which is useless to a fighter. I've NEVER seen a plate armor vendor and I really wanted to use the plate armor skill (which costs 12 skill points mind you, one of the most costly in the game!).
There is no easy way to teleport back to town, you get a one-use teleport each game and otherwise have to find waypoints.
The game is an EXCELLENT model of an RPG with multiclassing. But there is zero depth to anything.
And don't say it's early access, the same goes for din's curse, depths of peril, and zombasite. All good ideas, but none of them feel finished.
I really want this to be a great game. It's got everything that COULD be amazing. But it's all just, kinda lame.
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I want to support the game, I liked Din's Curse. But this one is just a copy paste from Zombasite with some new features. It should have just been DLC, and I would have been happy for that. The tips that pop up still call the game Zombasite, even!
Anyway, there's some new features which might be cool. But it has the same problem all of the other games had.
The skills are absolutely mind-blowingly BORING.
Paladin starting first skills are:
Smite: 15 mana cost, +5% damage and 14 damage over 10 seconds.
Shield slame: -29% damage, silences for 5.85 seconds.
The big 12-point final end skill is the ability to wear plate armor. Big whoop. But it's not as lame as the necromancer who turns in to a lich for 5% health and 3% damage. What is with all these tiny numbers? It's like everything is balanced around very slow progression, meanwhile a level 2 enemy is no problem while a level 3 enemy will completely destroy you.
It's early access but Zombasite is the same way. The mutation system doesn't excite me at all but t hat seems to be the only major update in the game.
Oh, also it seems a bit bugged right now. Every time I start a new game I have super high level enemies in the town attacking already. Don't think that's supposed to happen immediately.
Having put many hours into Din's Curse, I was stoked for the release of Legacy, and the wait was absolutely worth it in my opinion. The unique randomness has been dialed up to eleven in Legacy and I can already see that it will be very easy to put hours and hours into "just one more world".
After wrapping my head around the mutation system, I am excited to build towards the ideal character that I wish to play, it's the hybrid class from the old games but on steroids with a little bit of controlled randomness to it. The mutation system lets you swap out and alter skills towards other characters that you have or towards a specific tree, it grabs skills at random from those sources and replaces them with skills in your current tree. To manipulate it correctly, you put a skill point into the skills that you want to keep before mutating towards a difference tree, which allows you to build around the skills you like specifically from multiple different trees. Remember to put a point into passives and basic skills that you like as well, (Can equip wands, cape use, etc) because those mutate out too. Outside of that, when you gain a mutation level you have a chance to get a passive mutation skill that augments current skills in your tree, things like adding a stun to your primary spell or the like. It's really awesome when you get it working for you!
It is early access, so keep in mind the usual issues. I've run into a few bugs and FPS issues, the new lighting system takes a serious toll sometimes when action gets going, I have only had one serious issue that caused a boss to drop a million pools of fire after his death that dropped my frames to about 0, but it cleared up when I was able to get some distance from that area. The only other thing I'd say is be sure to get an AOE attack as soon as you can, because enemy density has been bonkers.
Overall, I'm a big fan so far and can't wait to play "just one more world" after getting home from work!
Still early times, but I am loving it. It's got bugs still, so if you LOVE Soldak and wanna dive in now, just know to expect some weirdness. It's definitely a lovely extension of what Din's Curse started, and the mutation mechanic is delightful. ALL ORKS SHALL FEAR MY MINSTREL FIRE MAGE.
Seriously, this is great stuff.
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Дополнительная информация
Разработчик | Soldak Entertainment |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 18.01.2025 |
Отзывы пользователей | 80% положительных (142) |