Compare Hidden Dragon: Legend prices across 50+ stores and find the best deal. Developed by MegaFun Games Ltd.. Published by GAMEPOCH. Released on 1/22/2018. Available on PC. Genres: Action, Indie.

Gorgeous Tang Dynasty visuals wrapped around combat that promises Ninja Gaiden but delivers something rougher, cheaper, and oddly compelling in short bursts.

My honest first thought booting this up was that MegaFun Games had no business making something this visually confident for a first-run indie side-scroller. The Unreal 4 engine puts real weight behind bamboo groves, jade-encrusted caves, and crumbling Luoyang streetscapes, and for a small Chinese studio putting out one of the earliest console-ban-lifted exports, the production ambition is genuinely touching. Then you press the first button and the gap between vision and execution opens up. You play as Lu, an amnesiac warrior who wakes in a prison massacre and spends four chapters unraveling a shadowy Organization's conspiracy across Imperial China, set loosely after Empress Wu's abdication. The story goes exactly where you expect and handles its reveals with the grace of a QTE you didn't see coming. Characters are introduced and vanish before you've learned their names, and the English voice track is the kind of dub you endure for about twenty minutes before switching to the original Mandarin and never looking back. The Mandarin track actually holds together; the English recording sounds like the lines were captured in three different rooms on different days. Combat is the headline and also the biggest argument in the room. You have sword light and heavy strings, dagger throws for chip damage and safe approach, a grappling claw that pulls in smaller enemies, and an evasion roll that grants invincibility frames and can cancel into more attacks. A rage gauge builds through fighting and unlocks special skills. On paper, this is the good stuff. In practice, the combo routes lock you into single paths with no mixing, enemy super armor regularly swats your strings mid-execution, and groups mob you from off-screen with next to no audio warning. The skill tree, split across combos, special moves, and Sutra fragments scattered through levels, sounds deep but is opaque to the point of confusion. Several reviewers who finished the game still couldn't parse what some upgrade stats actually did. What saves combat from total collapse is that a well-timed dash counter genuinely feels satisfying when it lands, and the boss encounters, while inconsistent in quality, have enough spectacle to push you through the flat stretches. Platforming sits between serviceable and frustrating. The grapple hook sections in particular feel clunky, and there are collision detection hiccups around double jumps that produce deaths no amount of skill prevents. Levels are longer than they feel like they should be, and the game drops no indicators for missed collectibles, meaning completionists either replay blindly or accept the gaps. On the other hand, the level design hides genuine secrets and alternate routes, and a few encounters can be bypassed entirely by taking a higher or lower path, which is a subtle design kindness worth noting. The whole run clocks in around five to seven hours depending on how stubbornly you fight back against the damage-sponge back half. For players who love the look of Imperial China in games and can tolerate rough edges in arcade brawlers, there is something here that rewards patience. The music sets a classical Chinese mood without demanding your attention, the art style is distinctive in a genre where most side-scrollers reach for pixel aesthetics, and the ambition reads through even the parts that don't quite work. MegaFun clearly cared. What this is not is a polished substitute for the Strider remake, Nioh, or any of the brawlers it quietly aspires to. Buy it at a discount with low expectations on the story and a specific appetite for old-school punishing arcade action, and you might find a rough diamond. Buy it hoping for the trailer, and you will be disappointed before chapter two. Kai, Scout Team

Hidden Dragon: Legend
ActionIndie

Hidden Dragon: Legend

Jan 22, 2018MegaFun Games Ltd.GAMEPOCH
GamerScout Says

Gorgeous Tang Dynasty visuals wrapped around combat that promises Ninja Gaiden but delivers something rougher, cheaper, and oddly compelling in short bursts.

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Screenshots & Media

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About Hidden Dragon: Legend

My honest first thought booting this up was that MegaFun Games had no business making something this visually confident for a first-run indie side-scroller. The Unreal 4 engine puts real weight behind bamboo groves, jade-encrusted caves, and crumbling Luoyang streetscapes, and for a small Chinese studio putting out one of the earliest console-ban-lifted exports, the production ambition is genuinely touching. Then you press the first button and the gap between vision and execution opens up. You play as Lu, an amnesiac warrior who wakes in a prison massacre and spends four chapters unraveling a shadowy Organization's conspiracy across Imperial China, set loosely after Empress Wu's abdication. The story goes exactly where you expect and handles its reveals with the grace of a QTE you didn't see coming. Characters are introduced and vanish before you've learned their names, and the English voice track is the kind of dub you endure for about twenty minutes before switching to the original Mandarin and never looking back. The Mandarin track actually holds together; the English recording sounds like the lines were captured in three different rooms on different days. Combat is the headline and also the biggest argument in the room. You have sword light and heavy strings, dagger throws for chip damage and safe approach, a grappling claw that pulls in smaller enemies, and an evasion roll that grants invincibility frames and can cancel into more attacks. A rage gauge builds through fighting and unlocks special skills. On paper, this is the good stuff. In practice, the combo routes lock you into single paths with no mixing, enemy super armor regularly swats your strings mid-execution, and groups mob you from off-screen with next to no audio warning. The skill tree, split across combos, special moves, and Sutra fragments scattered through levels, sounds deep but is opaque to the point of confusion. Several reviewers who finished the game still couldn't parse what some upgrade stats actually did. What saves combat from total collapse is that a well-timed dash counter genuinely feels satisfying when it lands, and the boss encounters, while inconsistent in quality, have enough spectacle to push you through the flat stretches. Platforming sits between serviceable and frustrating. The grapple hook sections in particular feel clunky, and there are collision detection hiccups around double jumps that produce deaths no amount of skill prevents. Levels are longer than they feel like they should be, and the game drops no indicators for missed collectibles, meaning completionists either replay blindly or accept the gaps. On the other hand, the level design hides genuine secrets and alternate routes, and a few encounters can be bypassed entirely by taking a higher or lower path, which is a subtle design kindness worth noting. The whole run clocks in around five to seven hours depending on how stubbornly you fight back against the damage-sponge back half. For players who love the look of Imperial China in games and can tolerate rough edges in arcade brawlers, there is something here that rewards patience. The music sets a classical Chinese mood without demanding your attention, the art style is distinctive in a genre where most side-scrollers reach for pixel aesthetics, and the ambition reads through even the parts that don't quite work. MegaFun clearly cared. What this is not is a polished substitute for the Strider remake, Nioh, or any of the brawlers it quietly aspires to. Buy it at a discount with low expectations on the story and a specific appetite for old-school punishing arcade action, and you might find a rough diamond. Buy it hoping for the trailer, and you will be disappointed before chapter two. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:aaa2.5D BrawlerTang Dynasty SettingRage GaugeSutra Upgrade SystemGrapple Hook TraversalCombo-Based CombatUnreal Engine IndieCollectible Hunting

System Requirements

Minimum

OS
Windows 7 / 8.1 / 10 (64bit)
Memory
8 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
NVIDIA GTX 750TI / AMD(ATI) Radeon HD 5870
Processor
Intel i5 4460 / AMD FX8300

Recommended

OS
Windows 7 / 8.1 / 10 (64bit)
Memory
16 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
NVIDIA GTX 1060 / AMD Radeon R9 390
Processor
Intel i7 4790 / AMD Ryzen 5 1500X

Reviews & Ratings

No ratings available

Game Info

Developer
MegaFun Games Ltd.
Publisher
GAMEPOCH
Release Date
Jan 22, 2018

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