Almost three years ago now, I looked at The Legendary Axe, a highly regarded 1989 launch title for the North American TurboGrafx-16. In that review, I made only the briefest mention of its “very different sequel,” 1990’s The Legendary Axe II. Why the wait to cover said sequel? Because while it’s not terrible by any means, Legendary Axe II is a prime example of how a few seemingly minor aesthetic and mechanical tweaks can result in a significantly less appealing package.
Legendary Axe II is known as Ankoku Densetsu (“Dark Legend”) in Japan, and boy, did its makers take that name to heart. Gone are the bright colors and upbeat tunes of the previous game’s Tarzan-inspired world. In their place is the grim fantasy styling of the Ancient Kingdom, which resembles nothing less than Robert E. Howard’s Hyborian Age by way of H. R. Giger. The Conan influence extends to the look of our new hero, Prince Sirius, whose long black hair and ripped physique are unmistakably homage. Sirius is on a seven stage quest to regain the throne from his brother, Zach, who usurped it with the aid of the demonic King Drodam. I wish him luck. Could you imagine having to bend your knee to a monarch named Zach of all things? The indignity!
Apart from the changes in setting and art direction, Legendary Axe II dispenses with the weapon power gauge that governed the flow of combat in the original. You no longer need to judge when it’s better to attack with a flurry of fast, weak swings versus going on the defensive for a bit as you wait for a single mighty blow to charge up. The designers attempted to compensate for this loss of tactical depth by including multiple weapons accessed via in-level pickups. The starting sword is relatively balanced. The chain sickle offers improved reach at the cost of lower damage. The punishing axe hits like a truck, but requires you to get up close and personal with your target. And yes, you read that right: The axe isn’t the default weapon in this Legendary Axe game. Go figure.
In addition, there are pickups that restore lost health, extend the health bar, boost the strength of your weapon, and grant extra lives. When the going gets tough, you can also press the Select button to deploy one of your limited stock of “magic bombs” that damage every enemy on the screen. Beware of foes that attempt to use the very same bombs against you, though! Your last offensive option is jumping on the opposition’s heads à la Super Mario. A strange maneuver indeed in a weapon-based action-platformer like this, but I’ll take what I can get.
On one hand, I can applaud the teams at Atlus and Red Company for daring to try something fresh here rather than merely rehashing what Aicom did with the first Legendary Axe. Unfortunately, the majority of their final design is mediocre at best. The dim and frequently under-detailed backgrounds of Sirius’ kingdom literally pale next to Gogan’s lush jungle stomping grounds. Worse, the presence of multiple weapons doesn’t come close to making up for the loss of the power gauge. Regardless of which one you’re wielding, dispatching baddies large and small is mainly a matter of simple button mashing. This gets old well before you reach the finale in Zach’s oddly high-tech stronghold. Oh, and I wasn’t a fan of the more vertically oriented stages, either. They have a bad habit of sending fast-moving enemies swooping at you from off-screen, resulting in loads of knockback and repeated platforming segments.
All that said, Legendary Axe II isn’t a disaster. Some of the bosses look pretty cool. The creepy possessed doll that spawns decoys of itself comes to mind, as does the massive King Drodam himself. The true star of the show, however, is Hiro Suzuki’s intense, brooding score; an exceptionally atmospheric set of chiptunes that really deserved to be showcased in a much better game. Drab and shallow as it is, this one still rates as a mostly adequate arcade style hack-and-slasher. Just don’t expect it hold a candle to the best the genre had to offer at the time, including its own predecessor.