Without such fluff, the endgame on the new huge maps often bogs down under the strain of tedious repetition – again, as with most game of this type. I do wish the deep background lore played a bigger role after I begin a game, though – as in most 4X games, the interesting tale is shoved aside and mostly ignored. Even better, the diverse lot of 10 Sovereigns (up by two since Fallen Enchantress) spread out among multiple factions each has widely varying and strategically significant racial abilities that reward repeat playthroughs and experimentation. Sovereigns and Champions remain at the heart of the action as you scour the world for resources to build your empire, and the relatively small band of trainable combat units you can bring with them grants Legendary Heroes' so-called armies an air more akin to a Tolkien fellowship – perfect for this theme. New enemies, too, add a welcome dose of variety, such as melee-immune banshees that can wipe out an entire army if you haven't brought along spellcasters to combat them. Random events, including eclipses which temporarily boost monsters' power, add a needed element of dynamism. New options, such as a slider for monster difficulty, allow you to reduce the threat from roaming mythological beasts and focus on enemy empires if you wish. The randomly generated maps themselves feel dynamic and alive thanks to a graphical overhaul since Fallen Enchantress, though they retain a decidedly dated look and feel. One of the joys of Legendary Heroes is that it allows more freedom in the creation of its significantly larger, more detailed worlds, allowing for playthroughs that can last anywhere from two to seven hours.
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