


There is no overhead strategy view for short-handing this process. If I want to redirect them, I have to physically ride over, wave my flag to lure as many as I can reach, and ride away to point them in a new direction. I can create slightly more specific orders by asking only ranged mobs to target a lava launcher enemy while asking my cobblestone golems to defend a hole in my outer wall-though both orders only apply to the handful of units I've currently lured to me. (Image credit: Blackbird Interactive / Mojang Studios) With an initial cap of 15 mobs "lured," I can direct them to attack a single target or gather at a location. To begin controlling the units I've built, I need to stand near them and press Q, waving my command flag to call creatures within a small radius around me to follow. The strategy bit is worse: an unending escort mission that forces me to play helicopter parent to my own armies. The only "action" in this combat is using a single button to swing my sword back and forth, tickling piglins away from my defensive structures. Ultimately, Legends has wound up with a style of combat that serves both action and strategy poorly it requires intense micromanagement without actual strategic depth.Įvery battle makes me less a commander of armies and more a minder of preschoolers.

Legends has avoided calling itself a real-time strategy game, opting instead for "action strategy" because I have control of my own hero character and command my units from the ground rather than a godlike RTS perspective. (Image credit: Blackbird Interactive / Mojang Studios) Strategic retreat
