Rise of Legions was the first review I planned to do where I had a comparative reference with Minimax Tinyverse. I believed this to be important to draw similarities and differences between two games of the same genre. While I will be talking about Rise of Legions I will undoubtedly be comparing the two in my head. Dedicated comparison articled in the future?
Firstly, Rise of Legion is a single lane MOBA where instead of controlling a singular hero, you are tasked with managing the entire army of creeps that spawns periodically from your base. You do have the ability to drop units further up the map but the main focus is to build up enough of a snowball of troops to crush your enemy. The 2 resources you use are Mana and Essence. Essence is the resource that allows the player to add ‘Spawners’ onto the field, the more Spawners you have the steadier you supply troops onto the battlefield. In order to gather more Essence, you need to spend Mana. Mana can be used to drop units on the map or by casting spells.
Broken Games (The creative team behind the game) is composed of a few developers and freelance staff that believed they could join together and make this project a success. The team of 3 wanted to create “a hybrid of MOBA, tower defence and deckbuilding – with fast-paced, easy-to-pickup tug-of-war strategy”. They referenced a mod on Warcraft 3 called Castle Fight a lot during the game’s inception.
With emphasis being placed on deck-building the player currently has the choice of dozens of units and spells split between 4 main Legions: Green, Blue, White, and Black (Crystal legion was added after the game’s release). Green Legion symbolises mother nature. You will find minions of venomous walking flowers to plant-based abominations fight for you from this faction. The spells consist mainly of healing elements and the odd ‘root’ for good measure. Green has the best end game but much like watching plants grown, you will be waiting for a while into that happens.
White is the human faction tailored for players who just want to charge down the field with Swordsman and Archers. The epitome of balance, the humans are not great at any one thing however they can be the most adaptive legion in the game.
Blue Legion is home to the modern marvels of mechanical engineering. If having a machine gun mounted speedboat against swords and spears sound like a sure thing then this is the faction for you. Notoriously strong in the early game which will help establish an early lead however can’t snowball as hard as the other factions in the last game.
Black faction houses a variety of ghouls and demons to provide glass cannon levels of offence. Spells and ability are heavily tailored into applying a quick burst of damage. If you manage your resources well the Black Legion are a formidable force. Crystal Legion since being added to the game has a lot of diversity with spells coupled with highly defensive units that can absorb pressure. Buffs, Stuns and Cleanses are all available for this Legion.
Out of these factions, you can only select units and spells from 2. This adds a bit more strategy into the deckbuilding as early and late-game units will need to be paired with direct counters to as wide a variety of compositions as possible. Historically in these games, it will lead to a lot of rush builds that are hard to stop until some balancing happens where one or two more balanced decks will be the meta. Going full circle, the Devs will add more units and maybe factions allowing the process to start over again.
Currently I am running a Green faction deck as the Saplings work similarly to StarCraft’s Swap Hosts. They establish lane pressure and value for money in the early game which is very important for Green that needs a bit of time before the snowball happens.
Since playing the game I have seen a steady increase in the community online as Legions will let you know how many players are actively looking for a match up. In the early hours of the morning, I have seen 34 active players with the count rising to 50+ on weekends. Currently writing this review I can see 27 as of 11 am on a Thursday.
Rise of Legion despite being a small budget game has a lot of the fundamental building blocks of a game that can vastly improve its popularity. The lack of mechanics in the lane does dramatically reduce the skill cap and make the game not overly enjoyable for seasoned players but the flip side is that it is very casual player-friendly. This leads to short fast-paced games which will allow new players to unlock new units quicker thus keeping engagement with the audience. With the developers being able to build on this with new factions and harder to earn cards will no doubt keep the community growing. If I had a say, the Devs should have some units only obtainable via achievement in-game e.g. 10,000 tower damage inflicted by a particular unit.
Rise of Legions
In Summary, Legion has an addictive element to its deck building and faction dynamics however the limited in-game strategy that I used to criticise Tinyverse is even more limited with Legion. I will personally be interested in the direction this game will take in the coming months.
- Unique factions
- Rewarding Deck Building Mechanics
- New Player Friendly
- Limited In-Game Mechanics
- Hard to Try New Decks
- No Story Established
- Graphics 0
- Gameplay 0
- Narrative 0
- Audio 0
- Technical 0