Wizard of Legend 2 (XSX) Review

Rogues, Wizards and Chaos

The first Wizard of Legend was a pixel-perfect, fast-paced roguelike that earned its fanbase through slick arcade action and just the right amount of build-crafting chaos. Now, Wizard of Legend 2 arrives with a big upgrade with 3D visuals, a new developer, and a larger scope that leans more into Hades than Hyper Light Drifter. And for the most part, it works.

MSRP: $24.99
Platforms: Xbox (reviewed), PlayStation, Switch, PC
Price I’d Pay: $19.99

There’s a lot to love here: spell variety, elemental synergy, co-op madness, and the kind of mid-run adaptability that makes roguelites addictive. But there are also some noticeable stumbles especially on Xbox with bugs, pacing issues, and some balance changes that old-school fans might side-eye. Combat is still the name of the game and it’s as flashy and frantic as ever. There is 75+ Arcana spells, dozens of relics, and a new elemental twist: Chaos magic, which brings raw power but with unpredictable effects. Players will still be dashing, casting, and combo-ing enemies into oblivion, but the pacing has shifted. Dashing now makes fights feel safer, but also slower. That tight, twitchy feel from the original is replaced by something heavier, more cinematic and less surgical. Don’t get me wrong, stringing together freezing gusts, lightning strikes, and Chaos meteors feel awesome. But the rhythm’s changed, and not everyone will vibe with it.

Wizards 2 brings in the ability to play in 4-player co-op online or local and this is where Wizard of Legend 2 absolutely shines and stumbles. When things are clicking, it’s some of the most chaotic fun I’ve had in a co-op roguelite. We’re talking about crowd control combos, elemental synergy, and saving each other from boss AOE wipeouts at the last second. It’s magical; literally. But at the same time, it’s a little messy. I ran into UI glitches, menu lockups, and rare crashes in couch co-op. Bit of a buzzkill when you’re halfway through a perfect run. The devs have already patched some of this, but if you’re planning a full squad night, be ready for some hiccups.

The game’s structure is tight: four biomes, escalating difficulty, randomized bosses, and the new Chaos Biome that kicks your teeth in if you’re not ready. It takes about 10–12 hours to reach the true ending, but the replay value is strong thanks to persistent upgrades, Arcana unlocks, and enough variables to keep builds feeling fresh. Still, that roguelite grind loop won’t hit the same for everyone. If you’re here for story or exploration, there’s not much beyond the run-based cycle. This is a combat-first experience through and through.

Wizard of Legend 2 is a smart sequel. It grows the formula, expands the world, and doubles down on build variety without losing the core “magic” that made the original stand out. Yes, the combat feeling has changed, and no, it’s not quite as tight. But the added depth, visual upgrade, and co-op potential more than make up for it, if the technical side keeps improving.

Review copy of game provided by publisher.

Good
  • Spell variety and build depth is great
  • Graphical upgrade works really well
  • Co-op is great fun when it actually works
Bad
  • Some core combat changes may divide fans
  • All the co-op bugs and glitches on Xbox
  • Feels less ‘tight’ than the original
7.5
Good
Written by
Terrence spends his time going where no one has gone before mostly. But when not planning to take over the galaxy, he spends his time raising Chocobo and trying to figure out just how the sarlaac could pull Boba Fett’s ship with its engines firing FULL BLAST into it’s maw with relative ease; yet it struggled with Han Solo who was gripping *checks notes* SAND!