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Fallen Empire: Legions’ actual premise consists of robotic soldiers doing battle in maps about the size of Unreal Tournament stages with three classes of characters to choose from. The highlight is that every character uses boosters to fly or glide around the stage, similar to NC Soft’s Exteel, but faster. This is basically the crux of the gameplay where players will glide (or fly) continually to get from one area to the next, using a basic assortment of weapons to do battle.
The game sports a few modes of play including: deathmatch, team deathmatch and capture the flag. The most fun mode out of them all is CTF because players have to use a heck of a lot of tactical gliding/flying skills to grab a flag and out-maneuver opponent gunfire, and the varying classes play pivotal roles in either attacking or defending an outpost during CTF.
Now the whole light, medium and heavy soldiers with varying flying speeds, damage and defense was a great concept. Especially considering that the game revolves around tactically using the boosters to evade projectile fire or ambush enemies. However, the problem comes in with the weapon selection; none of the weapons work well unless you’re a keen marksman with rocket launchers and grenade launchers. The only automatic weapon is a chaingun, but it’s highly inaccurate and fires rather slowly.
I’m not sure why they have such a limited weapon cache on a shooting game of this sort, but it really hinders it from being widely accessible for gamers who can’t lob a grenade from 50 feet in the air or pop an opponent to pieces with rocket fire gliding past them at over 70kmhs.