A relaxing, if unoriginal, little idle RPG

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Going into Hero Legacy, I imagined it was something along the lines of the old Heroes of Might and Magic games—turn-based RPG-strategy hybrids that filled many hours of my childhood with building armies of fantastical armies. While this isn’t that exactly, some of the visuals and ideas here did remind me of those classic New World Computing games from the ‘90s.
I started out by assembling a team of mighty ancestors by exploring the tile-based map and visiting certain powerful sites where I could use a “memory stone” to summon these heroes from beyond space and time. Each time I added a new one to my party, I gained new abilities to use in battle. Each of the heroes is aligned with one of the elements, and I could drag their abilities out onto the battlefield to use them on attacking enemies like goblins, slimes, and ogres.
Meanwhile, I was managing my base back in the city. I needed housing, a blacksmith, a woodcutter’s shop, and an archery range to start out. This is where the monetization pressure takes place: increasingly long timers must complete before I can have my building materials ready or my melee upgrades, but I can always spend crystals to have them wrap up instantaneously.
That’s a fairly standard business model for RPGs though, so it’s hardly offensive. What I have more of an issue with is that Hero Legacy seems very by-the numbers—There really aren’t many original ideas here in terms of gameplay or theme. Fortunately, it’s well put together, with nice (if static) artwork and impressive voiceover.
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