Crossfire Legion Technical Test First Impressions

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Since its announcement last Tuesday (at the time of writing), I have dived quite deeply into the Technical Test (actually something like a public Alpha) for Crossfire: Legion, the new RTS based on Blackbird joyfull’s Deck/loadout.

I feel the need to point out from the beginning that, in a way, this game was put in the hands of the players quite early in its development. While the actual Gameplay, Moment by Moment, takes place without many problems or bugs (although the balance and rhythm are still quite in progress at the time of writing this article), some critical systems such as the actual Deck building are currently unavailable to players. So this Test is more an overview of the basic Gameplay than a complete taste of how it will work when completed.

I believe they are still accepting Test registrations and will let it run for a while, I think, if they are interested in giving the game itself a twist.

 

Some parts of this article will involve a hard love for the game, but I encourage you to stick with this piece until the end. In the end, I actually think that what Blackbird is trying to do here is promising, and I’m writing this partly to do what I can to make sure that this is the best product possible. But there are some things in this version of the game that … I was surprised and not always in the best way.

Basically, there is something about Crossfire: Legion that captured my imagination. I spent more time in his Test (and discord) this week than in any new or ongoing game for some time. In some circles I am known as an advocate of the Grey Goo of 2015, and although I find it an underrated game, it has gradually grown for me and I was not involved much in the beta version of the game or discussed it at the beginning. There is something in this game that seems to me more than the sum of its parts, as you will see if I continue with this piece.

Laying the foundations

First of all, what are we dealing with here?

Crossfire: Legion is a traditional real-time base-building strategy game. Its basic systems are very similar to those of StarCraft or StarCraft 2, to the point where large parts of the base game almost change… feeling uncomfortably familiar.

Crossfire: Legion is or will soon be a game in which the Player can customize the units he brings to the action. Similar to Tooth and Tail from 2017 or the commander system from Company of Heroes 2 (2013), in Crossfire: Legion, players choose one of the 3 factions (2 are currently in play and it is possible that there are more than 3 planned) and customize this faction with a commander. In Legions, the commander provides the player with 2 abilities. This actually looks a bit like the faction adjustment in the upcoming Immortal: Pyre Gates, which I’ll get to in a moment.

I have below an example of Gameplay that I included in a 1v1 Match:

It doesn’t end there, however: as in Tooth and Tail, Crossfire: Legion allows players to select all the units that produce their barracks, factories and air factories in an “equipment” that they will bring to you in action.

At the moment, players can choose one of the 2 factions: the more defensive Global Risk or the more slyness Black List. The pieces of equipment are not really in the game yet, so each faction has a predefined equipment consisting of a commander and 7 units (the developers have stated that they will increase this number, but not the final number Of options / locations will be – it is likely that they will still decide).

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