- Release Year: 2017
- Platforms: Android, iPad, iPhone, Macintosh, Nintendo Switch, Windows
- Publisher: Nomad Games Ltd.
- Developer: Nomad Games Ltd.
- Genre: RPG
- Perspective: Diagonal-down
- Game Mode: Single-player
- Setting: Fantasy
- Average Score: 86/100

Description
Fighting Fantasy: Legends is a role-playing game that brings the classic Fighting Fantasy gamebooks to digital life. Set in a rich fantasy world, players navigate through various adventures, making choices that determine the outcome of their journey. The game features a diagonal-down perspective and offers a blend of exploration and decision-making, providing an immersive experience for fans of the original series.
Gameplay Videos
Where to Buy Fighting Fantasy: Legends
PC
Fighting Fantasy: Legends Free Download
Fighting Fantasy: Legends Mods
Fighting Fantasy: Legends Guides & Walkthroughs
Fighting Fantasy: Legends Reviews & Reception
metacritic.com (86/100): Fighting Fantasy Legends is a near-perfect balance of a gamebook and role‑playing game.
womenwriteaboutcomics.com : Unfortunately, Fighting Fantasy Legends is an exercise in frustration.
robertsonanthony.blogspot.com : Fighting Fantasy Legends feels the most faithful to the source material among recent adaptations.
thementalattic.com : Fast‑paced but plagued by excessive randomness and insignificant upgrades.
Fighting Fantasy: Legends: A Divisive Homage to Gamebook Nostalgia
Introduction
When Fighting Fantasy: Legends launched in 2017, it arrived as both a tribute and a test—a digital adaptation of the legendary gamebook series by Steve Jackson and Ian Livingstone. Forged in the fires of 1980s tabletop RPG culture, the Fighting Fantasy books were revolutionary, blending choose-your-own-adventure storytelling with dice-driven mechanics. Nomad Games’ interpretation seeks to modernize this legacy, stitching together three iconic titles—The Warlock of Firetop Mountain, Citadel of Chaos, and City of Thieves—into a single, board-game-inspired RPG. But does it honor its roots or stumble under their weight? This review argues that while Legends captures the spirit of its source material, its rigid adherence to archaic design and lack of innovation leave it torn between nostalgia and frustration.
Development History & Context
Studio Vision & Technological Constraints
Developed by Nomad Games (Talisman adaptations), Legends was conceived as a bridge between classic gamebooks and digital RPGs. The studio aimed to preserve the tactile feel of rolling dice and flipping pages while introducing progression systems and open-world exploration. However, the game’s 2017 release placed it in a crowded landscape of indie RPGs and tabletop adaptations, competing with titles like Sorcery! and Tin Man Games’ Warlock of Firetop Mountain.
Nomad leaned heavily into board-game aesthetics, opting for a top-down perspective and chunky UI reminiscent of HeroQuest. Yet, technical limitations—particularly for mobile-first development—resulted in simplistic visuals and repetitive audio, flaws critics noted compared to Tin Man’s richly animated miniatures or inkle’s Sorcery! series. The Marmalade engine, while functional, constrained the game’s scope, leading to a disjointed blend of static menus and auto-navigated paths.
A House Divided
The game’s fragmented identity is its core weakness. Nomad sought to satisfy purists craving fidelity to the books while appealing to modern RPG fans. This duality led to half-measures: a permadeath mode for hardcore players but forgiving penalties for casuals; open-world aspirations confined by rigid, rail-like dungeons.
Narrative & Thematic Deep Dive
Stitched-Together Stories
Legends weaves its three source adventures into a loose tapestry. Players begin in Silverton, tasked with defeating the wizard Zambar Bone, but soon venture into Port Blacksand’s pirate dens, Firetop Mountain’s labyrinths, and the Black Tower’s chaos. While the connective tissue is thin, fans will recognize characters like Nicodemus and Zagor, now embedded in a broader, if shallow, narrative.
Themes of Risk & Resilience
The game’s soul lies in its merciless RNG. Every choice—whether negotiating with a guard or disarming a trap—hinges on dice rolls, echoing the books’ “live by luck, die by luck” philosophy. Moral ambiguity peppers the dialogue: Will you murder a servant for loot or show mercy? These moments are poignant but underdeveloped, lacking the narrative heft of modern RPGs like Planescape: Torment.
Flat Characters, Functional Dialogue
Characters adhere to archetypes: stoic dwarves, cunning elves, brutish barbarians. Dialogue trees are utilitarian, serving mostly to advance quests or trigger dice checks. While charmingly retro, the writing lacks the wit or depth of Livingstone and Jackson’s prose, reducing iconic villains like the Liche Queen to mere stat blocks.
Gameplay Mechanics & Systems
The Dice-Grind Core Loop
At its heart, Legends is a dice-management simulator. Combat, skill checks, and luck tests all demand rolls of virtual dice, with success rates tied to upgradable faces (e.g., adding more “sword” icons to attack dice). Leveling up grants incremental boosts, but even maxed-out dice cap at a 50% success rate—a design choice that exasperates critics like The Mental Attic’s Kevin, who called it “too damn random.”
Combat: Repetition Over Strategy
Battles devolve into monotonous dice-rolling marathons. Against high-stamina foes like dragons, players mash the “roll” button, praying for favorable RNG. The lack of an auto-battle option (WWAC’s Naseem Jamnia lamented this as a “silly waste of time”) exacerbates the grind.
Exploration: Illusion of Freedom
The overworld map suggests openness, but individual locations are linear, requiring players to replay entire zones to correct misclicks or explore alternate paths. Port Blacksand, the sole explorable city, becomes a chore due to repetitive gate encounters and no backtracking (Digitally Downloaded’s Matt S. deemed this “poor game design”).
UI & Progression: Functional But Flawed
The card-based inventory and quest log are visually appealing but cluttered. Upgrades feel insignificant, with The Mental Attic noting that stat boosts are “minuscule” compared to traditional RPGs.
World-Building, Art & Sound
Aesthetic Ambition vs. Execution
Legends’ board-game aesthetic—miniature-style characters, dice trays, and overworld maps—evokes tabletop nostalgia, but the art direction is inconsistent. Environments like Firetop Mountain are richly detailed, while towns like Silverton are sparse. The Switch port’s dated visuals drew particular criticism for their “blandness” (Use a Potion!).
Sound Design: Atmosphere Without Variety
The soundtrack, featuring tavern-ready folk tunes, sets a whimsical tone but loops incessantly. Sound effects—clattering dice, clashing swords—are satisfying but repetitive.
Reception & Legacy
Critical Divide
Reviews split sharply. Starburst and TouchArcade praised its faithful adaptation (80%), while Digitally Downloaded panned its “minimum effort” (30%). The game’s Metacritic average (86/100) obscures this dissonance, reflecting its niche appeal.
Commercial Performance & Influence
Sales data is scarce, but Legends underperformed compared to Tin Man’s Firetop Mountain. Its legacy is muted—a footnote in the resurgence of gamebook adaptations, overshadowed by more innovative peers.
Conclusion
Fighting Fantasy: Legends is a paradox: a loving homage that feels trapped by its source material. For die-hard fans, its dice-driven chaos and nostalgic callbacks may satisfy. Yet its rigid design, punitive RNG, and lack of modern conveniences alienate broader audiences. Nomad Games’ vision—half-gamebook, half-RPG—ultimately falters, leaving Legends stranded between eras. It’s a curiosity, worth $2.79 on Steam for historians and completionists, but hardly essential in the pantheon of RPG greats.
Final Verdict: A flawed tribute—3/5 stars. Forgettable for most, nostalgic for few.