Din's Legacy (PC) review
"Very much like the last Soldak game I played...but better!"
As I played Soldak Entertainment's Din's Legacy, it was hard not to have flashbacks to 2016, when I was playing a previous title from the developer, Zombasite. Both games use the same engine and are quite similar in, well, most things. Both are Diablo-esque action-RPGs that find you protecting a settlement while killing hordes of monsters and clearing tons of quests. There are a fair number of ways to customize your current adventure to make it easier or more difficult to complete and, if things get too hairy, you can abandon what you're doing at the time to start over with that same character in a brand new procedurally-generated world.
And you know what? While this might be a clone of Zombisite in many ways, that isn't a bad thing because it's at least an improved clone. Some of the most annoying things about its predecessor were either eliminated or downplayed, while none of the additions grated on my nerves. I found myself playing (and enjoying!) this game for a decent amount of time before deciding I was ready to turn my thoughts into a review. I also didn't spend good chunks of that time being confused as to why things were happening and what I could do to make my situation better -- although that likely was because I'd played Zombasite and, therefore, had a grasp on Din's Legacy's mechanics.
In brief, the way these Soldak games work is that you start each game in a small settlement containing a handful of people who will offer you quests. There also are assorted merchants and NPCs willing to join you on expeditions into the wilderness. Since you can't simply stay within the somewhat safe walls of your village forever, you'll eventually exit through one of its gates and start engaging monsters, which is most definitely me using a "fun" euphemism for butchering them.
Staff review by Rob Hamilton (September 22, 2019)
Rob Hamilton is the official drunken master of review writing for Honestgamers.
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