Author Topic: Kingdoms of Amalur: Reckoning  (Read 1211 times)

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Offline moj

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Kingdoms of Amalur: Reckoning
« on: Feb 08, 2012, 07:08:40 PM »
I really didn't need a new game but got it some what on a whim after reading some of the reviews. It has an all star cast of creators and love the art work(Todd McFarlane) .  After playing a lot of skyrim it's refreshing to see lots of bright colors. I'm only a few hours in but the combat is so awesomely not at all like the VATS system. Its nice to be able to do everything in real time and not have to pause, change skill, play, pause, eat food or potion, play. Its much more fluid. This is an older clip from G4 but they mention it should morph into an MMO down the road. I'm hoping the keep it with out a monthly fee. So far it's been great, I highly recommend it.

"Kingdoms of Amalur: Reckoning" Gameplay Preview
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Offline AgnosticBuddha

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Re: Kingdoms of Amalur: Reckoning
« Reply #1 on: Feb 09, 2012, 06:03:58 AM »
I thought this was going to be an MMO. They must have changed direction some time during development.

Offline moj

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Re: Kingdoms of Amalur: Reckoning
« Reply #2 on: Feb 09, 2012, 06:35:10 AM »
 Looks like it's still on track to do so, I thought it was weird that you have to log into EA servers for just a single player.

http://en.wikipedia.org/wiki/Kingdoms_of_Amalur:_Reckoning

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38 Studios, owned by former baseball pitcher Curt Schilling, originally began developing the Amalur universe for use in an MMO, codenamed 'Copernicus'. After acquiring Big Huge Games in 2009, the studio decided to transform the project into a single-player RPG, as Ken Rolston and his team had already been working on an RPG while Big Huge Games was part of THQ.[5] Currently, there are still plans to expand the Amalur universe into an MMO after the release of Reckoning.[9]
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Online teethering

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Re: Kingdoms of Amalur: Reckoning
« Reply #3 on: Feb 09, 2012, 11:50:35 AM »
This seems overhyped to me.  I played the demo and it's dull and repetitive, feels a lot like an MMO.  And it's got that on-rails feel to the environment, like a console RPG.

Offline ting-bu-dong

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Re: Kingdoms of Amalur: Reckoning
« Reply #4 on: Feb 09, 2012, 11:52:40 AM »
From what I've read the world opens up right after the demo ends.

Nothing I've read has convinced me to give this a try with SWTOR still new and Diablo 3 coming out within a couple months (officially this quarter).

Offline moj

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Re: Kingdoms of Amalur: Reckoning
« Reply #5 on: Feb 09, 2012, 02:29:45 PM »
I'm playing on the x-box so am OK with it being a console RPG :D I didn't try the demo first so not sure where it cut off at, but it really opens up after you leave the well of souls and like how many options you have for skills.

I though the Diablo 3 release was just a rumor and that there was no date set yet?
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Offline ting-bu-dong

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Re: Kingdoms of Amalur: Reckoning
« Reply #6 on: Feb 09, 2012, 02:43:23 PM »
Officially the D3 release is first quarter 2012 with no date set, but with Blizzard you never know. It would be surprising though if it was that far off.

I've been watching a Let's Play of Amalur and the game design seems like a step backwards while the writing seems very uneven and hokey. Does it get better when you get further into the game?

Offline moj

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Re: Kingdoms of Amalur: Reckoning
« Reply #7 on: Feb 09, 2012, 03:06:19 PM »
I'm enjoying it, I think the art work and game play is great. I'm not sure what you mean by uneven writing or hokeyness. All RPG's are a little hokey and I'm OK with that. I'm basing a lot of my praise in contrast to skyrim and Bethesda style game play. I like skyrim, but the  combat get's tedious and so far am enjoying this style more. That may change after awhile but think it's a lot of fun.
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Offline Sordid

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Re: Kingdoms of Amalur: Reckoning
« Reply #8 on: Feb 09, 2012, 03:11:03 PM »
I've spent a few hours with it. It's decent, though by no means flawless.

Stuff I like:
The combat system is nice and fluid, a far cry from Skyrim's comparatively stiff and clunky system. It's an interesting blend of RPG mechanics and action gameplay. Mass Effect combined RPG with FPS, this combines RPG with a 3rd person hack and slash, like God of War, Devil May Cry, or Force Unleashed. I especially like how it lets you switch weapons or use magic instantly and very intuitively. A far cry from "swing sword, pause the game to switch to magic, throw a fireball, pause again to switch back to sword".
The setting is quite interesting and it's quite nice to see a fantasy game that's not ripping off Germanic mythology for once.
The world's quite large and there's lots of stuff to do.
The story's fairly interesting. Well, more interesting than "lol there's dragons, go kill them" at least.

Stuff I don't like:
There are elves.
The oversaturated, highly stylized visual style. I've hated this style ever since I saw the first screenshots of WoW and I still hate it now. It's a question of personal taste and preference, admittedly.
The UI is somewhat clunky even when used with a 360 controller, for which it's obviously optimized. As a mouse-driven interface it's completely hopeless.
The way your character's equipment is graphically represented is extremely weird. You have all your weapons equipped at once and you choose which one to attack with by pressing corresponding buttons, but your character model only shows one weapon at a time, the most recently used one, with the rest of them mysteriously absent. Shields are even weirder, they're not shown on the model at all. When you press the block button the shield literally pops into existence on your arm and when you let go it disappears again. With weapons there's at least a sheathing/unsheathing animation. With shields there isn't one, they appear out of thin air. And you can't block with your weapon. At all. If you have no shield, your character will sheathe their weapon and block with their bare hands. And if you do have a shield, your character will sheathe their weapon in order to block. Even if they're using a one-handed weapon. So you attack an enemy with your one-handed sword, then sheathe the sword in order to make the shield pop into existence on your other arm, block an enemy's attack, let go of the block button causing the shield to de-materialize again, unsheathe your weapon, and continue your attack. It's just an issue with the graphical representation, it doesn't actually impact the combat mechanics in any way, but it looks very odd and I can't fathom why it was designed this way.
The world isn't really three dimensional like Skyrim's, it's basically a flat plane. You can't jump, except at designated 'jump down' points. You can't go up and down slopes or cliffs. There are invisible walls everywhere.
The omnipresent British accents along with the graphical style, the large chests scattered randomly everywhere, and the structure of the world make this feel a bit like Fable 4.
Items have durability and need to be repaired periodically. A pointless chore that adds nothing to the game.
Inventory item limit of 70. Considering the amount of crap that you find, this should've been at least ten times this number or better yet, non-existent.
« Last Edit: Feb 09, 2012, 05:15:04 PM by Sordid »

Offline moj

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Re: Kingdoms of Amalur: Reckoning
« Reply #9 on: Feb 11, 2012, 09:33:16 AM »
some of your criticism seem a little harsh and misplaced. It is a fantasy RPG so criticizing it for having elves, being over stylized and not realistic seems to more like you had a different expectation for what kind of game this is. They hired a comic book artist to do the artwork,  criticizing it for being what it' intends to be doesn't seem fair.

I like the weapons disaper when you don't use them. Sure it's not realstic but it moves the action forward. It's also not realistic that I can destroy crates in someones home, take the gold and they not think it's rude. But its way to get getting gold and loot and I'm OK with that. The no jump things is a little weird, but over all not that big a deal.  I know most of this is personal taste, I enjoy it, others don't, so be it.
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Offline Sordid

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Re: Kingdoms of Amalur: Reckoning
« Reply #10 on: Feb 11, 2012, 10:52:21 PM »
some of your criticism seem a little harsh and misplaced. It is a fantasy RPG so criticizing it for having elves, being over stylized and not realistic seems to more like you had a different expectation for what kind of game this is. They hired a comic book artist to do the artwork,  criticizing it for being what it' intends to be doesn't seem fair.

Hence why I qualified that by saying it's a matter of personal taste and preference. Whether it was made by a famous comic book artist or some dude nobody's ever heard of doesn't make a difference, I simply don't like this style any more than I do the "real is brown" thing that so many games today fall into.
As for elves, it's precisely because they hired celebrity artists to create an original world that I object to their presence. Elves are the most cliche thing you could possibly put into a fantasy game, referring to them by (consistently mispronounced) names nicked from the Edda does nothing to help make them fresh and interesting. Bethsoft did that with their dwarves/dwemer much better.

Quote
I like the weapons disaper when you don't use them. Sure it's not realstic but it moves the action forward.

I don't see how not making the weapons disappear would impact the action in any way. It's just a graphical representation without any impact on the gameplay.

Offline moj

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Re: Kingdoms of Amalur: Reckoning
« Reply #11 on: Feb 13, 2012, 05:51:50 AM »
Ok your right, it doesn’t really move the game forward, I may have exaggerated a little because you spent so many lines of your criticism on something that you now admit is
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It's just a graphical representation without any impact on the gameplay.
If it's just then you must it admit it unworthily of excessive criticism and therefore awesomeauce! :P
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Offline Sordid

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Re: Kingdoms of Amalur: Reckoning
« Reply #12 on: Feb 13, 2012, 05:32:46 PM »
I don't now admit that, I said that in my original post. Pay more attention.

On the other hand, I've been playing the game this whole time and enjoying the hell out of it, so make of that what you will. :P
« Last Edit: Feb 13, 2012, 05:52:45 PM by Sordid »

Offline Johnny Slick

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Re: Kingdoms of Amalur: Reckoning
« Reply #13 on: Feb 13, 2012, 05:56:54 PM »
Come on, libs! It's set in the past! Of COURSE they have English accents!
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Offline moj

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Re: Kingdoms of Amalur: Reckoning
« Reply #14 on: Feb 21, 2012, 06:04:33 PM »
 I'm still playing and enjoying it. Its very easy to loose track of time in it. My main complaint would be how questing is done. It's easy to rack up a ton of quest but you can only see he markers on the little maps. I've finished a bunch of quest I just always forget where I have to go back to cash in.  I still recommend for anyone with too much free time.
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