To make its fantasy extraction game, this studio of ex-Blizzard devs had to teach itself the art of third-person combat design: 'There's a science to how those are built'

A trio of characters battle an ogre in Legacy: Steel & Sorcery.
(Image credit: Notorious Studios)

Late last year, I played in a closed alpha playtest of Legacy: Steel & Sorcery, an upcoming extraction game pairing World of Warcraft-style high fantasy with third-person action combat. Over a couple of hours, I got an early taste of stringing together longbow headshots on skeletons, smashing wolves with maces, and panicked escapes as a priest tried to murder me for my backpack full of goblin ears. This week, Legacy enters early access, aiming to offer its own artisanal blend of RPG extraction.

Ahead of Legacy's early access launch, I spoke last month with Chris Kaleiki, Notorious Studios co-founder and former World of Warcraft class designer. In our interview, Kaleiki explained how Legacy grew out of an idea he had about redesigning World of Warcraft's class fantasy with more action and less action bars.

"I was trying a more action-based model—something which is a lot more popular today, but I'd based it on games I was playing at the time, like Dark Souls, Dark Souls 3," Kaleiki said.

"World PvP puts the players into an open world exploration map, and they have objectives they want to do—usually crafting or killing creatures. And PvP can occur, but it's not scripted. It's not like the designers are saying, 'go kill this guy,'" Kaleiki said. "It creates all these player stories, and I always thought that was compelling."

"There are so many idiosyncrasies, things to learn about building this kind of system. It's almost like building a fighting game—you have these anticipation frames, the active frames, the follow through frames at the end," Kaleiki said. "There's a science to how those are built. On an MMO, you don't really go by frames, right? That was a huge learning curve."

News Writer

Lincoln has been writing about games for 11 years—unless you include the essays about procedural storytelling in Dwarf Fortress he convinced his college professors to accept. Leveraging the brainworms from a youth spent in World of Warcraft to write for sites like Waypoint, Polygon, and Fanbyte, Lincoln spent three years freelancing for PC Gamer before joining on as a full-time News Writer in 2024, bringing an expertise in Caves of Qud bird diplomacy, getting sons killed in Crusader Kings, and hitting dinosaurs with hammers in Monster Hunter.