Monthly Archive: November 2024

Legendary Original Soundtrack: A high note in an otherwise average performance.

Hey look, another post about this game! But this time, we’re focusing on one little part of it: The music. I briefly hinted at it when I wrote about Legendary, but the music is probably the game’s most shining moment. Which is me kinda lowering my standards here, since we’re talking about something as average as Legendary. Though it had been nearly a decade since I last played the game, the music is the one thing I remember from it besides the literal soul sucking and that time where I fell through the elevator at the end of the game.

For a little context: I like film and game scores, especially when it’s stuff that is mostly forgotten. It’s become one of those things I tend to collect because it’s neat to listen to scores to mostly forgotten films like Paycheck or the TV score for the 2000s reality show The Mole. That also applies to video game scores. Since Legendary was released around the time where companies were going “Oh yeah, we can do soundtracks for our video game,” a lot of games got soundtracks. And of all the games to get a soundtrack, this was one of them.

Okay, it looks fairly cheap, but hey, better than nothing.

Composed by Jack Grillo (the audio director at Spark Unlimited at the time, who’s since moved on to Crystal Dynamics, working on audio for the Tomb Raider games) and Ricardo Hernandez (presumably a drummer friend of Grillo’s, his name is hard to find info on him easily), this soundtrack was released in September 2008 on most digital storefronts, and also got a physical release on Melee Sound Design Records, Hernandez’s self-published label.

So what does it sound like? It’s mostly chugging guitars and heavy drum hits. After “Prologue,” which is mostly a monologue with occasional guitar playing throughout, “Flashpoint” is the first proper song on here, which plays while in the game’s main menu. It starts with a suspenseful guitar intro, before the drums kick in and layers of guitars are blended into this fairly intense menu music, which is probably the best way to get you pumped up to play the game.

It’s also really interesting how there’s voice lines from the game featured. “Prologue” and “Epilogue” are literally featured from the game itself at those particular sections, which is expected, though they are truncated from the actual dialogue. featured However, the way it’s framed makes the album as trying to tell its own story, outside of the game. “It’s Just Business” is framed like Deckard just got severely wounded and about to get killed by LeFey, but in the actual game he says this line from a hijacked video line before a squad of baddies come to murder Deckard and Vivian in a subway. I’ll chalk this up to creative liberty with the material featured, but honestly I could’ve done without the random dialogue bits featured here.

You can kinda tell they had to put a different TV model in front of the original model. That’s game design hotfixes for you, baby!
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Legendary: Maybe we shouldn’t open Pandora’s Box.

I kind of miss the seventh generation of shooters. Sometimes you’d find a game that while not amazing, was at least trying something interesting. Other times you could end up stuck in the sluice gate of Activision’s budget hell, with games like Soldier of Fortune: Payback, Jurassic: The Hunted or The History Channel: Battle for the Pacific. (By the way, those are all by the same developer: Cauldron, a Slovakian game studio that’s since been absorbed into Bohemia Interactive.) But regardless, I miss that B to C-tier type of game, something to waste a few hours of your time with that might’ve had promise but couldn’t deliver for whatever reason. And the game I’m talking about this time around definitely fits that criteria perfectly. Time to open up Pandora’s Box with this one.

Not endorsed by Barney Stinson.

Legendary – which is such a very generic title that it definitely will be hard to find info on in Google searches – is a first-person shooter that definitely fits this seventh gen C-tier mold. Developed by Spark Unlimited, a developer best known releasing Turning Point: Fall of Liberty and this game in the same calendar year, as well as working on the third game in the Lost Planet series and a Ninja Gaiden spinoff before closing up shop just as the seventh generation was coming to a close. They definitely were a C-tier developer.

I can’t see this logo without thinking of Dan VideoGames from Gigaboots, who started the stream of this game by seeing this logo and yelling “GAMECOCK!”

This game was also published by the rather infamous Gamecock Media Group, a publisher that was known for having fairly aggressive marketing tactics. In essence, they were basically the proof of concept of what would become Devolver Digital. (Fitting, since Mike Wilson was one of the head honchos at Gamecock, as well as Devolver.) I tend to remember them for storming the stage during the Spike Video Game Awards while Irrational Games’ Ken Levine was about to give a speech to promote Hail to the Chimp. Besides that, I couldn’t tell you any other game they published that was memorable besides these two games.

Anyway, the story goes a little something like this: You play as Charles Deckard, a generic white dude protagonist who’s a graduate of the Gordon Freeman school of FPS character development. Deckard is given an offer from Osmond LeFey, leader of the sinister-sounding Black Order, to procure Pandora’s Box, which is conveniently hidden in The Metropolitan Museum of Art in New York City. After sneaking in and inserting a fancy key and a blood sacrifice, all hell breaks loose, as Pandora’s Box opens a portal to evil gods and beings flooding the city. With the help of Vivian Kane and his new Signet powers, Deckard must close up Pandora’s Box, while making sure LeFey doesn’t get it for evil nefarious deeds that evil nefarious villains do.

Sewers…. why does it always have to be sewers…

Legendary is a bog-standard FPS for the time. WASD moves, Left click to fire, right click to aim down sights, Shift sprints, E uses objects. Deckard can only hold two weapons, following the Halo/Call of Duty formula, alongside his trusty axe and two explosives that you switch between. Despite taking several pages from the 6th-7th generation FPS ethos, there are a few things it tries to do differently, such as no regenerating health, and fancy powers thanks to the Signet on his arm. Though, Deckard also has the cool ability to turn valves and “hack” keypads to open doors.

Deckard’s abilities really boil to down to two things: A kinetic blast that helps destroy objects and stuns Pandora’s foes, and healing yourself. I ended up using the blast a lot to make certain foes easier to fight, and a few times for destroying physics objects when the game asked me to, but the heal feature was the most helpful. That is, if I could find places to heal and have enough animus energy to even heal in the first place.

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