Fallen Legion: Flames of Rebellion Review – A Flip Side of The Same Coin

Posted July 25, 2017 by Garret Bland in Video Games

Developed by: YummyYummyTummy Inc.

Release Date: July 18, 2017 (US), July 25, 2017 (Europe)

Available on: PS Vita


*I was not able to finish the game due to a save bug. Devs are looking into it. The game was running on patch 1.04 with firmware 3.65 on an OLED PS Vita.

Fallen Legion: Flames of Rebellion is a nifty little RPG in the beginning with some satisfying gameplay, but later on, I come to find that the gameplay is a little heavy for the PS Vita, and the game is plagued with framerate drops to the point that just made this game not fun. Much like to the game’s PS4 counterpart, Fallen Legion: Flames of Rebellion is an interesting take on a 2d side-scroller RPG. The art style and tales it provides is similar one much like other games in its genre. The game follows the story of Legatus Laendur and his quest to stop Cecille’s rise to the throne of Fenumia (the protagonist you play in the PS4 version) and most importantly, the Grimoire, an ancient talking book (yes I said talking book) that is corrupting Cecille. Laendur is joined by his advocates, Antoinette who is the clever companion that gives you tactical advice both in the battlefield and politically, and Bryn, your brother that gives you unconditional support while still representing as the role model that reminds me of Frederick from Fire Emblem: Awakening.


Fallen legion vita


Laendur’s main quest is to rule the Empire with the help of political nobles as well as your army’s power and morale. Laendur wants to rule because he cares about the common folk and think Cecille is ill-fit due to the corruption from the Grimoire. Initially, the story did not grab me as the game completely takes me right into the story with the expectation needing to know lore and past tales of Fenumia. Luckily, during the load times, there are little snip bits of information about either a faction, a god, or a term the characters keep referring to. As I dig in further into the game, the story and character development open up naturally with some nice little twists to the plot that made the story all the more interesting. I was a little more invested into the story once I began to know the characters’ different personalities and their motivations. I am glad the story drove a lot of outside factors to impact the story including Cecille’s actions throughout her campaign. These characters and factions never stayed stagnant. Sometimes, I also had to make decisions to resolve a conflict within the game. At first this seemed to be superficial, but once I made enough choices, there was some differences that bled into the gameplay and stages which was really interesting. Maybe I would like to have seen more impact from my decisions but it was cool to see some of these elements melded into the game. Similar to its sister game, the story was a nice written tale from a different perspective. Talking to the other reviewer for the PS4 version, we both made the conclusion that these stories are definitely two sides of the same coin with very different character motivations and development.


Laendur is also given the power to summon exemplars: spirits of famous warriors that have long-carried tales about their valor and strength. As you go through each stage, you encounter a few fights with your character simply running left to right. Once you encounter a fight, you control your exemplars’ attacks with the Square, X, and Circle buttons. The triangle button is for Laendur skills and those can be varied as well by either pressing up, down, or nothing on the D-pad. Once you make a series of blows to the enemies, the chain meter at the bottom of the screen fills up, and the exemplars can make special skills (known as death blows) depending on what place they are in the chain as well as what you choose in the beginning of the stage. There are many exemplars to choose from with proficiency in a few traits such as Strength, Health, and Speed. You can coordinate what button they will be on and their deathblow at the beginning of each stage. The art style and animations behind the combos were really awesome to see and it gave me a sense of huge accomplishment once I could knock out all of the enemies in a matter of seconds sometimes. Gemstones can also be obtained throughout the game giving you extra buffs (and debuffs) for specific exemplars and can even give you special skills for Laendur. I wish the gemstones could have a little more customization with maybe a simple crafting system or some sort of market, but I am certainly satisfied by earning these gemstones depending on my performance for each stage.


Fallen legion vita


The major challenge behind the gameplay is that sometimes, I was not quite sure what kind of fights I was encountering. There are various combos of enemies that build off of each other and they can create a serious of attacks. You have to block these attacks by using the L buttons but in order to fully block and deflect, you have to do it right before the enemies’ attacks. This kind of blocking is muddled because there is not an obvious que for an attack and each enemy has a few different attacks they can perform (slow, fast, melee, range, etc.). Sometimes you have to juggle between blocking and attacking to figure out what is important at the moment. Battles can get very chaotic with this type of gameplay. Initially, I thought it was interesting to see some elements of strategy and hack and slash gameplay being fused together, but it got to the point of “who can kill each other quicker”. I decided to mash buttons as fast as possible to get a shred of progress. The biggest hurdles were the boss fights where I easily died a handful of times until I was able to get lucky with the right combo attacks and timing blocks. Sometimes, it was just not fun, but once I defeated each fight, there was a sense of accomplishment with a combo number to the right of the screen. I was kind of disappointed that there was no difficulty settings. This made the game more of a chore on my thumb when I could have lowered the difficulty to just enjoy the game itself.


The most critical problem with the Vita version is the frequent framerate drops. There are many instances where the game froze for at least a second or two. This disrupts the flow of the gameplay. Most of these framerate drops led to insufficient blocking and I was doomed to fail if I could not block correctly while the enemy deals me a series of blows. Then I was met with a save bug that would take me back to a certain part of the game of which I cannot pass due to some freezing or crashes. For these reasons, I could not finish the game at its current state. The farthest I have gone was the final boss, but I was met with a crash which inevitably led me back a considerable amount rather than where I saved manually (the game also save automatically in between each stage so this should not mattered).


Fallen Legion Vita


Overall, Fallen Legion: Flames of Rebellion had huge potential with novel gameplay ideas and an enjoyable storyline by giving a different side compared to the PS4 version (Sins of an Empire). I appreciate the PS Vita getting this type of attention. However, the framerate drops, the aggravating difficulty spikes, and the bugs I have encountered made the game unenjoyable in the end. Be sure to check out our review for Fallen Legion: Sins of An Empire!

About the Author

Garret Bland

Texas Tech University- Environmental Engineering Class of 2016. Scuba diver. Gamer. Coffee drinker. Research assistant. Best Friend #kindafunnyfollow.