Archive for October 2025

Sunrider Legends Tactics Review – From The Solar Sea To The High Seas



Genre – Fantasy, Naval, Strategy    Play Time – 30 hours    Developer – Love In Space    Steam

 

Sailing The Seven Seas

 
Legends Tactics marks the sixth title in the Sunrider IP and the second spin off as it swaps out space for sail. After so many games it is hard for new players to know where to start and, with the first game now showing its age, there was a need to release something to remedy this issue. As such Legends Tactics takes the main series story line and remixes it into a new player friendly form with its own twists on the story to carve out its own identity. The characters are still have familiar personalities but have lived different lives and so differ from their main universe selves in ways which inject new life into them. Artistically it uses Sunrider’s visual language just passed through a fantasy and seafaring filter to tread this line between old and new. In terms of its sailing mechanics they are an iteration of those from Sunrider 4 with momentum traded out for wind direction and this makes for some necessary improvements on that foundation. This attempt to remake the old does run into some problems when it comes to its odd relationship with its new fantasy elements and the lack of new cast members it needed to create its own identity. Are these difficulties enough to take the wind out of the Sunrider’s sails? Let’s assemble a crew of fantasy races and find out.
 

Elves, Orks And The Undead – Narrative and Themes

 
In terms of the plot, it broadly follows the same outline as the first two Sunrider games with some elements brought in from Liberation Day and Captain’s Return to spice things up. For example Cera is a small island in a sea of other small neutral islands rather than a planet in the neutral rim but its destruction by PACT is still the motivating incident for the entire plot. Recontextualising familiar aspects of the original storyline into a new setting forms the bulk of the narrative particularly during the early game. This ensures it can operate as its own stand alone title since it begins the story from its origin and explains all its world’s concepts rather than expecting the player to be familiar with them from prior entries. Those new to Sunrider do not have to play four games worth of content just to be able to have a fun time which is in the best interests of a spin off aiming for a different genre. For those already invested in Sunrider this shaking up of events gives these players a chance to re-experience them from a new perspective and gives the characters a fresh coat of paint to allow them to shine anew. The additions for Liberation Day and Captain’s Return are more subtle than a wholesale retelling and mostly aim to streamline the experience. These are things like Lynn having her own distinct personality rather than starting out as one of many similar prototypes or Crow being tied to one specific area and only being important to Sola or Chigara figuring out she is a sleeper agent. Each one allows Legends Tactics to skip over the elements of the original story it does not want to engage with while still include parts of them which fit within its world. 
Sailing on the high seas changes a man

In terms of the new ideas Legends Tactics brings to the table, they focus on trying to recapture the magic of the early titles and making it feel fresh again. It takes full advantage of its naval setting to dramatically change the way the player engages the context of the battles and the structure of the world. No longer is the world map some vaguely defined planets in a galaxy divided along nebulously lines, one look at the solid continents and islands gives immediate context as to the strategic value of locations. In the old games the player is told Far Port is an important choke point in the war but in Legends Tactics it is obvious from one look at the map why it is even before being told. This adds a lot to the texture and believability of the story since, despite its fantasy leans, much of it operates on the same axis as our own world. Race also plays a role in how the story unfolds with more existing than just the humans of the original with elves, orcs and half-elves holding various levels of political and social power. The arrogance and eternal life of the elves is the pillar around which many characters motives rotate and puts emphasis on the crew of the sunrider being a mix of all races working together as key to their success. Binding all these narrative elements together is a series of large and small choices the player gets to make over the course of the story which feel weighty and offer unique divergences. They put the player in the head-space of Shields as he struggles with these dilemmas. There is a good variety to them with some being big climatic choices where the crew can be consulted for their opinions on what to do next and others being choices made almost unknowingly during gameplay. By showing the player their actions have significance, Legends Tactics gets the them invested in the world and story they are influencing and keeps them hooked to the end.
The Shields family are certainly a bunch of excentrics

For a title which shifts the Sunrider series into a fantasy setting, it seems at odds with some of the fantastical elements of its world. This manifest in the ways it fails to properly engage with certain ideas it introduces and just moves on as if the subject is something they do not want the player to think about. Orcs are presented as the undesirable end for a fallen elf but little of what the player is shown seems to back up this view. The only orc in the story appear perfectly fine with their situation and before the rise of PACT the orcs even had their own kingdom so they clearly were not as monstrous as some characters describe about them. Their appearance is the only aspect of note as they have a pig like face, and while unappealing, it is hardly the horrific spectacle the cast seems to think they are. This leads to a slight feeling of disconnect since it is treated as this terrible punishment for elves to become orcs yet nothing outside of their appearance changes so it is difficult to feel the danger it is meant to pose. In the universe of Legends Tactics there are gods and goddess who have the divine power to reshape the world and yet they are never important or talked about outside of single example. This one character is important to the Sunrider crew but is ultimately minor in the overarching narrative but they provide the only example of divine power and makes the player question why such beings are not more involved in the world or worshipped more directly. No explanation is ever offered to excuse this inconsistency and the game moves on. In reality the existence of gods is simply an excuse to give this one character their powers rather than a considered part of the setting. There are numerous other small niggles like these throughout the game. None are so large as to undermine the overall story but they do show a lack of care and attention.
 

All Around Me Are Familiar Faces – Characters

 
Sunrider’s cast are as strong as ever in Legends Tactics and get the same new coat of paint as the narrative. Everyone gets a few traits to spice up their existing personalities and give them new angles the game can push for dramatic and comic effect. Shields is now a half-elf to push the idea of him as a neutral element who can see beyond the conflict to what the different sides have to offer which helps solidify his role as protagonist. These additions have been carefully considered to both match the character’s existing traits and challenge them in some way such as Sola being an elf allow her to have a resolution about her past and Kryska being a religious zealot rather than an Alliance one leading to friction when those beliefs are shown to be flawed. By reframing the characters they can be properly integrated into this new world without feeling like they are just the old characters cosplaying and provide arcs for them the main line entries could never achieve due to the direction of their narrative. When it comes to the new character added by Legends Tactics, they are few in number and lack impact on events. Each of them are side elements to the main story and never step outside the role of supporting the growth or characterisation of the core cast. This results in the overall cast feeling very familiar, and while the personality additions do spice things up, there is a disappointing feeling of having already seem all the characters have to offer. Leveraging more new characters to give the cast its own distinct sense of identity could have been done without it coming at the expense of the old characters so it is disappointing they did not lean more into their new material.
Character skill points being tied to affection is a nice touch

Trading The Stars For The Ocean – Visual, Audio and Technical

 
Combat is an iteration on the foundation laid in Sunrider 4 with its momentum conserving movement and emphasis on positioning. The vacuum of space is traded out from the direction of the wind carrying the ships in its wake and this change in context has allowed for the idea to be expanded on in interesting ways. Having the wind decide the direction of vessels gives the game the option to change its direction during the mission and allow the player the ability to do the same. This opens a lot of possibilities for outmanoeuvring the enemy while having to constantly keep the wind in mind when making plans for future turns. In order to utilise the winds a ship must have sails and so it follows they should be able to put them away which the game uses to present the player with the choice between faster movement in the wind’s direction or shorter range but in any direction. Maps now have a variety of terrain features from islands to block enemy or allied cannons to shallow water that damages ships passing through it. These make the ability to fold the sails important since a ship cannot simply be left to the mercy of the winds or it will just collide with the terrain and juggling the overall status of the player’s ships is given a greater importance. Legends Tactics is focused on giving the player options and this is continued into the removal of unique character ships, outside of the Sunrider, in favour of allowing the player to capture any ship they fight. As such the title offers the ability to fully customise the weapon and armour load-outs for each vessel for whatever role the player want them to fill. This brings us to the turn based person to person combat that takes place during boardings and at certain points in the story. If it had to described in one word it would be unremarkable, it is a basic round based system with simple attacks, skills and one use items that does exactly what it needs to and nothing more. The problems which were present in Sunrider 4’s ship battles return in Legends Tactics in the form of it running out of new ideas in the late game and resorting to ship spam to try and escalate the difficulty. Just like before this is more frustrating and grindy than an actual challenge and sours what should be a grand finale with a lack of inventiveness to match the game’s engaging naval combat.
Positioning matters more than ever

From a presentational standpoint everything in Legends Tactics is in line with the increasingly high quality of the Sunrider titles just passed it through its own fantasy filter. The shiny gleam of technology is replaced with the wood, stone and magic of this naval world and yet it maintains the same visual styling which made the older games so memorable. Each character’s redesigned appearances preserve their core appeal while making changes to capture how their personalities would influence them in this new setting. Backgrounds sells the locations as entirely novel places for the series with everything from Japanese style wooden homes to grand stone temple built by the elves. Supporting these visuals is a suitable soundtrack and SFX for the setting which leans into the game's physicality and smaller nature as a means of creating the feeling that the impact each action or scene has as greater weight due to this contraction in scale. Overall, this package comes together as one of Legends Tactics stronger elements and works to support the tone and texture the game is aiming for.
 

Conclusion

 
When making a spin off of a series with a strong identity like that of Sunrider, it can be difficult to balance the expectations of old and new players and yet it is this fine line Legends Tactics choose to tread. It remixes the storyline of the Sunrider games into a fantasy setting with a series of exciting changes to prevent it from being too familiar while still making sense without any prior exposure to the original titles. The cast remain their old selves and the change in circumstances allows them to show sides to themselves not possible before. Visuals and audio are similarly reimagined from the old for Legends Tactics as the familiar art-style is put to work for sails and sorcery rather than spaceship. There is an evolution of the gameplay set out in Captain’s Return, the naval based nature of the combat is take full advantage of to introduce new ways to control the movement system and add terrain for the player to consider as they plan their next move. The title is not without its own issues such as its unwillingness to properly engage with its fantasy elements and the combat falling back on ship spam in the late game, but, overall, these do not detract from all that Legends Tactics achieves in its play time.
 
 

Verdict – 

A successful reimagining of the Sunrider series into a grand tale of magic and naval battles which blends the new and familiar into an exciting adventure. Unfortunately it also inherits some of Sunrider's weaker elements such a reliance of ship spam for difficulty and inability to engage with its concepts in a meaningful way.
 
 

Pros - 

 
+ Remixes the storyline of the Sunrider series into a tale of sail and sorcery with a few fun new additions.
  
+ The cast get a new injection of life as they are reimagined in this fantasy setting.
 
+ Improvements to the movement system and the option to more freely customise your ships make for engaging naval battles.
 
+ The presentation maintains the same high and improving standard as the previous titles.
 

Cons -

 
- Not quite comfortable with its fantasy concepts and often leaves them awkwardly unexplored.
 
- Lack of new characters weakens the game’s sense of identity as more than just a rehash of old content.
 
- The problems with Captain’s Return’s late game are also present here with unit spam being a common occurrence.
 
 

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