Review BurningKirby 4/5 · Apr 19, 2026
A JRPG Adventure in the Colorful World of Runeterra
It's odd finally getting around to playing Ruined King in 2026. I had been an avid LoL player for years back when they rolled out the Ruination event and announced they were branching out to making side games. Back then I expected that I'd get around to playing the tie-in game for the event sooner rather than later but... here …
It's odd finally getting around to playing Ruined King in 2026. I had been an avid LoL player for years back when they rolled out the Ruination event and announced they were branching out to making side games. Back then I expected that I'd get around to playing the tie-in game for the event sooner rather than later but... here we are about 5 years since release and I've only just finished it. Now that Riot Forge has closed its doors, I wonder if their first project might have been the best of the bunch.

Ruined King stands on its own as a solid if-not-quite spectacular JRPG, but there are a lot of fun little lore nods and easter eggs that'll only really land if you're familiar with the lore of League of Legends. These were typically pretty tastefully included (Necrit!!) and I don't think they'd detract from anyone's experience were they to play this before trying out any other League content.

What's really awesome is getting to see champions moving around the world of Runeterra and following the ambitions that you only really get a glimpse of in the source game. Miss Fortune in particular feels miles better here. Where League offers a skimpy pirate halloween costume, Ruined King serves up an assertive captain who will pull no punches when it comes to taking what she believes is rightfully hers.
I was very pleased to see my old main, Ahri, getting some really solid development here as well. It would've been easy to give in to fanservice but all of the main cast feel properly fleshed out and given a chance to shine, in my opinion. Each has a goal that ties them to the others and interestingly enough, not all of them even necessarily get what they want (or what the audience may want) by the end, a writing decision that struck me as particularly ballsy as I ruminated on it while the credits rolled.

Surprisingly, this game does set up a pretty interesting combat system. It's fully turn-based, which I adore, and reminds me a bit of FFX's where you can see the upcoming turn order but manipulate it through ability usage. Where this system throws a curveball into the mix is the introduction of the Speed and Power lanes, which allow the player to decrease or increase the cast time for abilities at the detriment or benefit of damage/healing numbers, respectively. Each lane can also have hazards appear within them, which forces the player into a strategic balance between maximizing numbers, minimizing cast time, and keeping away from the damage and debuffs present via said hazards.

Character progression, too, has several "lanes" to it. Much like in LoL, players can augment each character's abilities by leveling them up individually, apply runes to confer character-specific bonuses, and also equip items to gain stats and special abilities. I feel like Ruined King introduces all of this a bit too quickly at the start and it was overwhelming, but the game plays a tad on the easy side on Normal difficulty, which allowed me to dig into the character progression when I felt ready. Not that it was too easy, mind you. Some encounters have some sharp teeth. Most of the time I was pleased with the level of difficulty.
Where the game makes some missteps for me is in its dungeon design. While I very much appreciate that it offers several lengthy dungeons with plenty of side paths to explore, there are simply too many enemies peppered into narrow corridors. While one can in theory avoid combat by dodging around them this isn't worth it imo (also often isn't possible) and you're much better served just confronting each one head on. This means dungeons that would otherwise be well-paced can slow down to a crawl as you slowly clear out rooms full of pacing enemies before reaching the next treasure chest or puzzle. This made the mid portion of the game really tough to push through. I often had to force myself to play when I knew I'd just be wading through tons of combat for a sitting.

Some other quick thoughts:
- The voice acting is pretty great across the board, even if volume mixing isn't perfect. I loved hearing characters I played from LoL brought to life here with more personality than they've ever had before.
- The graphics are really nice. There's a strongly defined color palette of greens and blues much of the game but I never tired of it. Cutscenes are reminiscent of comic book art, but get enough animation to elevate them above what I've seen other games do with a similar style.
- There are unfortunately many bugs. You'd be hard pressed to do a playthrough without hitting any. Sometimes collectibles don't get marked off on the map properly (rare, thankfully), sometimes UI elements in combat don't update as they should, and other times you can just get stuck unable to move while walking through a doorway. The game autosaves often enough that the latter didn't ruin the game, but the few times it happened were very disappointing to say the least. This game needed another go-over or two by the testers for sure.
- The story takes a while to really get rolling but when it does it's a good time.
- There's a postgame of sorts that allows you to explore and access some new quests, which is a very nice inclusion.
I don't play League anymore these days, but I really appreciated this venture back into Runeterra. It's a very cool world with many, many great characters. I'd love to see more games that explore said world in this style but I'm not sure we'll ever get them, which is a huge shame. I miss this world again already.




