by Ace! on Mon Jan 10, 2011 7:06 pm
I haven't played a lot that does that, but what made it work so well in Legends for me was how much I enjoyed the characters, and how their dialog ties in with what you're doing at the time. Your team are two dudes sitting at your house, on the internet. So you run around, being Female Indiana Jones: Gymnast, and they talk to you about what you're looking at, who you're looking for, etc. They also comment on the things that you do as part of the structure. But where a lesser game would make that action a cutscene, this one makes it part of the level design.
The level design is also incredibly solid. Well constructed and well designed. It's linear, but I never felt like I was being lead around by the hand, nor did I ever feel like I was lost without an idea of what to do. It also used the only tolerable quicktime event out there: the buttons you push match the actions. So, for example, instead of pushing a random button to jump in a quicktime event, you push the jump button. That's something so simple, yet so refreshing. It makes the scripted event actually feel like a game event, where your skill helps pull you through.
All of this made the sequel so disappointing, as it seemed to lose every single aspect of what made Legends so much fun. And that's what it is: fun.