Wizard of Legend 2 – PS5 Review


It’s not often an indie series undergoes a change of a developer. The original Wizard of Legend gained a passionate following, partly due to the immense variety that was on offer. For the sequel, Dead Mage have taken the reins. The variety has taken a hit with the new visual style looking a little too busy on the eye. There’s still something here but it’s diminished.

The roguelite formula is one that’s been done to death but, if a good loop presents itself, it can stave the repetition off. Wizard of Legend 2 has something of a rigid structure. Players venture through three biomes that consist of 4-5 stages. Within these stages, you’ll fight plenty of enemies that each have their own distinct moveset. They’re predictable but approach in numbers that make movement key.

As a wizard, there’s a selection of magic you can deploy. Basic melee strikes come in close and ranged varieties. Personally, I like the swift attack speed of close attacks. Ranged options do try to pin you on the spot but you can obviously hit from further out. A dash attack will always be at your disposal to bridge gaps or evade incoming projectiles. There’s also an ultimate attack which can be charged by defeating foes. When the meter is full, you can unleash a powerful barrage that can clear most enemies. Without the charge, it takes on a more sedate form but can still be useful in attacks.

The isometric perspective is out far enough that you should be able to anticipate threats. Movement is mostly fine but boss fights made me realise how inefficient the dash can be. The cooldown on it quick but I struggle to really chain it together. Attacking feels fluid and I do like how you can combine elemental magic for added bonuses. For example making an enemy wet and then blasting them with lightning.

Progression is handled with a number of currencies. Gold can be spent during a run at vendors. They sell items, relics and new magic for you to try. Relics are effectively perks and, like your magic, you can take one to get your run started. Outside of that initial setup, you’re expected to find the rest as you continue your run.

You gain crystals from defeating enemies and gems from defeating bosses. The latter unlocks permanent benefits whilst the former can be used back at base to buy relics and magic. It’s a simple enough routine that allows for players to grind their way to a build that should hopefully suit them. Whilst the number of arcanas and relics has reduced from the previous game, I still think the diversity is strong enough. Granted, a lot of spells cover the same ground.

Unfortunately, a successful run can feel very short. With only around 13 stages, a run can feel front-loaded with time spent in the forest. A handful of stages exclusively feature boss fights, making the preparation between them feel short-lived. Magic comes across the typical elemental houses and I do sense it’s best to mix and match. Although certain builds can encourage staying within one element.

It comes with the territory but Wizard of Legend 2 has some wild swings. The randomness can really make or break a run which makes me think your starting equipment is so crucial. I don’t find many items to regain health so trading hits can’t really be done. Most arenas are spacious but I have found a couple of be tight and boxy.

Enemy variety runs thin on the ground. They’re easy to distinguish but a couple of attempts will show you all you need to know. They act in very simple terms and there is a sense of threat management needed. Prioritising the biggest problem is a nice thought process to have but, with the lack of biomes, it can run out of steam quickly.

With the change of developer comes a more visually striking game. Wizard of Legend had a stripped back, pixel look that, whilst not particularly attractive, was a lot easier to follow. Wizard of Legend 2 follows a tried and tested approach that is three-dimensional and colourful. Environments are detailed, if prefabricated for similar building blocks. It can begin to look stale as the world repeats.

The complaints about the visual clarity are well justified. As crisp as the visuals can look, the effects of your projectiles can really muddy things. Outlines of enemies just vanish into them and it’s especially apparent during boss fights. Their attacks are flashy and the perspective means they take up a lot of real estate. It lead to battles that felt messy and, whilst they do have set patterns, I felt lucky if I could avoid damage.

There’s other technical issues. I’ve had my character lock up a couple of times and, during one boss fight, all but one of my abilities refused to trigger. That felt like a rare occurrence but I don’t like the idea of a run ending due to that. I’ve also managed to dash my way out of an arena twice but that glitch was a fun oddity. Repetition will probably surface these errors up to most players and that is a worry for a run-based product.

I can see why some fans have been turned off by this. The noticeable reduction in arcanas leads to less options in combat. I think some depth has been retained but the lack of varied locales and enemies makes for a repetitious experience. I don’t think it comes together and, at best, delivers short moments of cohesion. The visual clarity is really lacking in combat and can make boss fights harder to follow.

Wizard of Legend 2
6 Overall
Pros
+ Still retains some diversity from the original.
+ Fluid movement.
+ Runs feel short and still carries a good sense of progression.
+ Colourful, if derivative visuals.
Cons
- A lack of visual clarity in combat.
- A lot of overlap in spell types.
- Has a couple of troubling glitches.
- Really short on environment and enemy variety.
Summary
Wizard of Legend 2 is a disappointing sequel. Whilst the visuals have seen an upgrade, it produces cluttered scenes that can really obscure the action in combat. The spell and relic counts are reduced and, whilst there is still some build diversity, it's not as strong as it could've been. A lack of environments makes the repletion sink in sooner and, despite the prospect of wild combinations, I struggle to persist with it.


About Mike

Mike gets all the racing games because he understands that stuff even though he doesn't drive.

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