For everyone The legacy of Hogwartss strengths – beautiful environmental design, varied gameplay, et cetera – it never quite reaches its full potential. Flaws such as a lack of RPG mechanics, a one-dimensional story, and bizarre world-building are among the biggest offenders The legacy of Hogwarts back, but they are not the only weak points.
True to its name, The legacy of Hogwarts aims to provide a gaming experience that mimics the Hogwarts experience Harry Potter. In some ways the game succeeds (Hogwarts itself is wonderfully realized), but in other, more important ways, it falls disappointingly short. For example, there are no social mechanics to speak of, as the player-character doesn't really have deep relationships with his fellow students. Looking at older RPGs like the original Mass effect trilogy or Persona game, it seems clear that Avalanche Software could have gone further in this regard. More generally, there is a real sense of limitation and lack of player expression within the Hogwarts realm, and this extends to one of the game's most discussed features: the player's choice of Hogwarts house.
Family
Hogwarts Legacy 2's requirement room could better resemble the source material with a bold feature
The Room of Requirement was among Hogwarts Legacy's most satisfying content, but the sequel could take it up a notch with an overhaul.
Hogwarts Legacy 2 needs to better stimulate alternative house games
The legacies of Hogwarts' various houses are not distinct enough
There are technical differences between each house i The legacy of Hogwartsbut they are paltry and shallow. The biggest difference between each house is a single side quest that, while better than nothing, isn't really significant enough to warrant a second playthrough; it's just a few unique minutes in a game of several dozen hours.
Then there are various common areas. To the game's credit, each common room is well-realized, appealing, and visually distinct: the cool, intellectual halls of the Ravenclaw commons stand in stark contrast to the cozy intimacy of, say, Gryffindor. The problem is that The legacy of Hogwarts doesn't do nearly enough with these common rooms, and doesn't give players any real reason to visit them beyond depositing a specific type of collectible. There are no random events, new dialog options, or chances to bond with classmates, so this house-specific perk falls flat.
Hogwarts Legacy 2 must make house choice important
Completionists, or even those who want to replay a game once or twice, could greatly benefit from greater house-to-house differences in Hogwarts Legacy 2. As it stands, there is very little difference between each house, and what differences there are become isolated and overwhelming. Maybe the next one then Hogwarts Legacy could address these shortcomings by making such differences more pervasive and meaningful, resulting in playthroughs that feel powerfully distinct based on a player's chosen house.
Instead of just a house-specific mission, maybe Hogwarts Legacy 2 can have several, or a single quest chain that spans the entire main campaign, making it feel more important to the experience. Alternatively or additionally, the sequel may make certain spells, items or abilities exclusive to each house. For example, perhaps Gryffindor players could have access to a specific offensive power, given the house's propensity for heroics, while a Slytherin could have a unique trickster ability, since that house rewards cunning and
Machiavellianism. Even relatively small differences in stats based on class would be better than how Hogwarts Legacy currently managing things, as it would create a sense that the choice of house actually affects the game.
In a sense, house in Hogwarts Legacy 2 can replace classes or backgrounds in traditional RPGs. In other games of the genre, such as Baldur's Gate 3 or the one Dragon Age series, players are encouraged to replay the game as a different class to experience the full range of gameplay and story differences. Hogwarts Legacy 2 could learn from this approach.