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MU Legend

MU Legend is a hack-and-slack MMORPG that is the sequel to the popular South Korean game MU Online. Dark fantastical dungeons with waves of enemies await, with RPG-like elements and gear progression.

Developer: Webzen
Playerbase: High
Type: Isometric MMORPG
Release Date: November 7th, 2017
Pros: +Skill customization. +Great 3D graphics. +Difficult dungeons.
Cons: -Bulky user interface. -Hallway maps.

Overview

MU Legend Overview

MU Legend is a hack-and-slack MMORPG developed and published by Webzen. It is the sequel to MU Online. Originally labelled MU2, MU Legend was announced in 2004, but development didn't begin until 2009. MU Legend features four unique classes with special abilities. Choose to be a Blader, Dark Lord, War Mage, or a Whisperer. Level up as you fight mobs, gaining experience and unlocking stronger abilities. Pick up loot to craft gear, and join arms with friends to take on the endless waves in the dark dungeons. MU Legend features a guild system, a quest system, skill trees, and different game modes/dungeon objectives.

MU Legend Key Features:

  • Unique Character Classes – choose from four different classes, each with powerful abilities, strengths, and playstyles.
  • Great Graphics – experience smooth 3D graphics through the Unreal Engine 3.
  • RPG Elements – enjoy traditional RPG elements, such as skill trees and quests, artfully mixed with hack-and-slack gameplay.
  • Randomized Dungeons – dynamic dungeons adjust their difficulty to character levels.

MU Legend Screenshots

MU Legend Featured Video

Full Review

MU Legend Review

By, Baruch Spinoza

Webzen wants MU Legend to be your go-to hack-and-slash ARPG. It perpetuates the cathartic combat of mowing down armies of mobs, interspersed with dungeon diving and skill customization. The latest MU is a game brimming with as many flashy effects as there are NPCs huddling in circles waiting for you to be the needle in their personal bubble. The question that hangs heavy in the air is, “Is it worth my time?” Is this free-to-play ARPG riding its wings to the sun, or will it burn up and fall back to the earth?

The Set Up

There’s five classes to choose between (the fifth being unavailable as of this writing) and they all boast their own degree of GAP model exaggeration. Customization is limited: a few presets for hair and face that don't differ much, though you can dip your character in any color you want. There’s enough personal flare for an ARPG, a genre that typically has limited sculpting.

Where your character will solidify their identity is through their patchwork armor set. You can preview endgame gear from the character creation menu, and they’re impressive looking. But you’re not getting that armor anytime soon. Starting at level 1, every class shows some skin and gradually covers up like they’ve just left the Garden.

One [Person] Army

Fights are a firework spectacle of colorful skills that could entertain any twelve year old bouncing off the walls; amphetamines can’t calm MU Legend’s effects. Combat is tapping all of your hotbar abilities, or finding the few that work in conjunction, after rounding up as many mobs in a given area as you can. It’s a spamfest, flinging ragdolls all over the field.

Abilities are bound to your keyboard keys such as Q and R which makes the rhythm of combat smooth as glass. And thankfully so. It makes the constant firing off of spells and spinning around in circles while holding your sword in front of you second-nature. Your fingers know what to do before your brain does.

But spamming the same skillset for every single encounter becomes repetitive, a trudge through a mire stretching to the horizon. Let me run you through my War Mage’s routine: I start by rounding up every enemy, then I can use an AOE stun (normally not worth the mana), throw down a fire-lane to dish out some damage over time, then I hold Q and charge up an electric surge until every enemy is a blackened crisp. If it wasn’t for the bombastic animations combat would become stale despite being flamboyant.

Flashy Abilities

Combat does manage to hold onto some freshness thanks to the impressive diversity of skills each character has available. It’s a children’s library of abilities, and just like a children’s library you’ll never use them all. So you have to decide on a playstyle, choosing your favorite 7—including an expert skill. Mixing and matching alleviates the sense of repetition.

As you use a skill you’ll unlock slots to equip crests: gems that enhance an aspect of a skill such as improving its Magic Attack or how much Critical Damage it dishes out. Each skill can have three crests equipped, but you’ll have to unlock slots by using those skills again and again, and again. While the bonuses are typically minimal they enhance your particular combat approach—prioritizing magic attack or critical damage—and quickly stack up into noticeable improvements. It’s another layer of customization and gives the impression that you’re your own hero, since most players not following a guide will end up with a personalized build.

Trapped In A Corridor

MU Legend’s world is a series of hallways stringed together by instance-portals. They twist and turn, with little pockets here and there, to give the illusion of an almost open plain. But in the end, they’re contained passages with walls like bowling bumpers dictating where you can roll. The environments are boring, lacking charm. Sure, some of the color palettes pop, and some of the architecture almost gives a sense of a lived-in world, but it falls short of anything but monotony.

The maps are designed like a line at a theme park, to push you through the game’s questing content. Once you fulfill the needs of a few exclamation marks in one area the map’s two hands nudge you along to the next parts quarantine, which you’ll inhabit until you fulfill the NPC’s tepid demands. If they weren't so small it wouldn't feel contained. But MU Legend’s world is like a series of rooms. You can’t move on to the next room until you fulfill all the requirements of the one you’re in.

Rift Diving

Thankfully, Rifts are scattered throughout the world, which are—typically—optional dungeons, and they break up the tedium of checkmarking one quest after the other. In fact, dungeons (rifts) are MU Legend’s best content. Far from being brainless, they manage to be challenging by swarming you with mobs and elites so that potions matter. You can often find multiple bosses in a single Rift, making you kite and dodge to shave their health down to nothing.

Oftentimes, a rift’s aesthetics makes absolutely no sense with the environment you’ve just entered from. Like many aspects of MU Legend, there’s little harmony within the world. But rift designs are the most impressive corridors: magma pits, ancient Babylonian temples, ziggurats with wall-to-wall ghosts; they look great. And they make sense as hallways, as you battle your way to bosses or treasures. The best part? Rifts have multiple difficulties so you can challenge yourself as you level up, or discover what teamwork means by partnering with other players in one of the harder difficulties.

Final Verdict - Good

MU Legend is good enough: an ARPG you grind while doing something else and tune in your attention when skipping through dungeons/rifts. Simple combat controls and gaudy skill effects make combat interesting for a bit, but become hackneyed through repetition unless you switch up your rotations, which is easy to do. The best aspect of MU Legend is its dungeon diving: gather a few friends and challenge yourself on higher difficulties to feel a sense of accomplishment. MU Legend is a fun distraction, a good ARPG to invest some time, but not a game to make a second life in.

Videos

MU Legend Videos

System Requirements

MU Legend Requirements

Minimum Requirements:

Operating System: Windows XP SP3
CPU: Intel Quad Core / AMD Phenom II x4+
Video Card: GeForge 8800 GT / Radeon HD4850 and above
RAM: 3GB RAM
Hard Disk Space: 25 GB

Recommended Requirements:

Operating System: Windows 7 (64 bit), Win 8.1 (64 bit), Windows 10 (64 bit)
CPU: Intel i5 760 / AMD Athlon X4 740+
Video Card: GeForge GTS 450 / Radeon HD4890+
RAM: 4 GB RAM
Hard Disk Space: 25 GB

Music

MU Legend Music & Soundtrack

Coming Soon!

Additional Info

MU Legend Additional Information

Developer(s): Webzen
Publisher(s): Webzen

Game Engine: Unreal Engine 3

Closed Beta Release Date (Korea):
April 21, 2016

Closed Beta 1: October 25, 2016
Closed Beta 2: February 21, 2017

Release Date (Western): November 7th, 2017

Development History / Background:

MU Legend is developed and published by Webzen, a South Korean gaming company. This hack-and-slack MMORPG is the sequel to Mu Online. MU Legend was first announced in 2004, but development didn't begin until 2009. The game was revealed at the G-Star Expo in 2011 in Busan, South Korea as MU2, but was later renamed to MU Legend. On April 06, 2016 WEBZEN Head of Global Business Richard Moon announced that MU Legend would be published in the West. Mu Legend entered closed beta in Korea on April 21, 2016. MU Legend entered its first round of Closed Beta testing in NA on October 25, 2016. It then held a second round of Closed Beta testing on February 21, 2016. Mu Legend entered open beta on November 7th, 2017.

  • It looks like good old mu with better graphic and smoother combat 🙂 veterans who loved mu online will for sure love mu legend 🙂

  • yui

    Can't wait to play this to be honest, English staff is very responsive and it's just a big improvement to what original MU is now.
    Absolutely love watching content for this game.

    I'm even more hyped for it than for Lost Ark, though they're sort of different games in terms of speed and approach.

  • Leo J. Campos

    Mu online veteran here, Still waiting for a Mac os version, I know I'm not the only one

    • Николай

      it's true!

  • when is the open beta?

    • Sometime this summer. When something official is announced it'll be posted on mmos.com/news and also in the news section of this game page 😀

  • Mech OneThousand

    no open PVP if I understand correctly?
    Just the 1vs1 3vs3 type thing, right?

  • mako482

    Fun if it did not constantly disconnect.

  • Marco

    Good game but after reaching lv65 in 3 day's not even playing constantly just casually doing quests i feel like the game is not rewarding enough and the also i despise the hack 'n slash mechanic but at the end just grinding endlesly for items and pvp is not rewarding for me

  • ivan_

    I've only played a few hours of this, but I actually prefer this over some of the other games. Path of Exile is way too hardcore for me (killing trash mobs takes too much effort for me), Diablo 3 way too casual (you win by facerolling), but in MU Legend the trash mobs are trash while the bosses do take some effort. Predictable and telegraphed mechanics, but you can't just faceroll and beat bosses, at least not as the assassin/war mage class. Same level of difficulty as GW2, which isn't easy but not overly difficult.

    But the UI is indeed awful and cluttered, world seems uninteresting (did it really have to be locked angle, top-down?), and worst of all is movement/interaction being locked to left click while an attack ability is locked to right click.

    • Balthor

      If Diablo 3 is "too casual", you must be playing on some bitch-ass difficulty like "hard". Torment is where it's at, just crank that shit up until Rare mobs start kicking you in the teeth and you're set. You better learn to use defensive skills though, or you'll be complaining that it's "too hard" before you realize.

      • ivan_

        If you think Diablo 3 torment is hard, you probably don't play a lot of other games lol.

        • Balthor

          You've clearly never played it then. I've lost a handful of hardcore characters on Torment for the smallest mistakes, or simply being unprepared. But of course, someone who plays (and beats, mind you) roguelikes every day, has played through punishingly hard CRPGs, hack 'n slash games, etc. is nothing but a "casual". Well, mister "hardcore" man, show me how you faceroll in the highest Torment difficulty in Diablo 3 without having a fully optimized and min-maxed legendary build, kanai cube powers and all.
          P.S: Artificial difficulty is a given on ARPGs, you're on the comment section for a Korean loot treadmill so good luck bringing true difficulty up. Not even Diablo 2, arguably the finest ARPG ever made according to many, is free of artificial difficulty. The thing about it is that it can be done well, just as much as true difficulty can be done awfully.

          • ivan_

            D3 is faceroll on-level, forget over-leveled. Hell you don't even need to max to play/mindless grind Torment (you shouldn't if you know how to play). How much D3 HAVE you played? Rifts were meant to be endgame grind content, not tryhard workout. I think maybe you need to try lower torment at a more reasonable difficulty for yourself because you might be playing D3 wrong. But hey, keep thinking D3 is a hardcore, high-skill game, if you enjoy that perception of yourself and your games by all means keep thinking that lol.

            And seeing as the vast majority of roguelikes are either fully or partially turn based, that's just a blatantly incorrect comparison to ARPGs. Hardcore roguelike =/= hardcore ARPG.

            I never said MU Legend was a hard game or it had perfect difficulty, I just said it was far more engaging than faceroll D3/D3 Torment.

          • Balthor

            I thought I had replied to you days ago. Anyways, you're still talking out of your ass. First off, because there's no "over-leveling" in the first place, for better or for worse, as everything is leveled to you, and at max level that doesn't really matter much. You also assume that the "vast majority" of roguelikes are turn based. Considering they've exploded in recent years, and more than half of them were real-time, I'd say you're pretty damned wrong.
            Regardless, this was all to shut you up about D3 being "faceroll" on higher difficulties and shit. You tried to skew it as if I was saying D3 is a high-skill game or "hardcore", nice try but you failed horribly. You did nothing to prove me wrong, so my point still stands: try running some greater rifts with a hardcore char (or any character, simply trying not to die, I just find hardcore adds that much more tension) at the maximum possible Torment dif (or whatever you're geared up for), and faceroll it. You won't get past the guardian unless you're exploiting the latest, most broken meta. D3 gets actually challenging when you pump up that difficulty level. Of course, there's always builds that allow you to faceroll more, or even most of the time, but that's present in any ARPG, including super "hardcore" ones like PoE (I've facerolled that game much more than D3 with stacking health regen and lifesteal on a tank, and even then I wouldn't say PoE is a facerolly game at all, because most characters will suffer through it).

          • ivan_

            Roguelikes =/= RogueLites. Roguelites have real-time combat, roguelikes are turnbased. I'm not sure why you even brought this up, if you're wondering why I brought up the "hardcore/high skill" thing it's because you mentioned it first and then you got called out on it so now you're blaming me for diverting attention. Congrats, you played yourself.

            I mistyped overlevel, I meant to write overgeared instead. Gear does not scale, you can get max gear and with proper cube rerolls you are minmax. But the only benefit for that is faster completion. After a certain point in gear progression there really is not that much challenge.

            I wonder what people reading this thread think, I would suggest they go watch some D3 streams, visit D3 forums, watch D3 videos. There is plenty about endgame content, and after exploring issue for themselves, ask themselves is this (end)game hard? Can you do this too without much effort? (Gear grind will only take time, does not make the game at all harder.)

            Chances are the answers will be pretty self-explanatory, and people will not think much of D3 endgame after watching. Streamers aren't breaking leaderboards, but endgame is really that chill/relaxing to grind. But hey, if you want to tryhard at something so faceroll/casual, feel free to do so lol.

            Like I said, if you don't know to play and keep telling yourself the game is hard without ever going out of your "I've lost hardcore characters" QQ. If you don't want to play meta (leeroy jenkins type player?) and challenge yourself that way that's your problem, the game doesn't suddenly become hard because you want to feel special and play your own way. But like I said maybe the game is just hard/challenging for you as it is for few others. keep playing, you will improve someday lol, maybe slowly but eventually you'll get there.