I had little-to-no knowledge of the
Confrontation universe when I started
Aarklash: Legacy and can’t say I know much about it after playing the game. While you can find backstory, you have to know where to look for it. Instead,
Aarklash: Legacy delivers a weak story primarily designed to push your party through a string of battles.
The main conflict involves a war that has become far too expensive, requiring help from the Goldmonger’s Guild for loans to keep things going. When these debts aren’t paid off, mercenaries called Wheel Swords are called into action to collect on debts. Sometimes this involves approaching the indebted directly, though other times, it might just mean raiding their land for valuables, such as relics.
Most of the story plays out via in-game cut scenes and grows to be quite complex the longer you play. It is enjoyable and kept me on the hook for another battle, though I’d be hard-pressed to recount specific plot points. I would have enjoyed more of a story push. Though not exactly revolutionary, the concept is interesting and, as far as my knowledge is concerned, original.
Ultimately narrative shortcomings are not a major deal considering Aarklash: Legacy is more about its mechanics than anything else. Gameplay is highly reminiscent of tactical RPGs such as Icewind Dale and Baldur’s Gate. Battles are fought on an isometric field with you in control of a party of four Wheel Swords.
You begin with a set of four as a starter group, with more joining your cadre as you progress. Each has their own specific skill set, opening new tactics and battle strategies. Unfortunately, adopting new characters into your active party means you will have a weak link since they don’t join at the same level as veteran party members. Even though I wanted to check out some of the later characters, I rarely did.