It looks like it might be pretty sweet... It's single player only, but it appeals way more to me that Skyrim.
It's out in Febuary, so I guess I'll check reviews first.
[youtube][/youtube]
[youtube][/youtube]
Re: Kingdoms of Amalur: Reckoning
Posted: Tue Jan 17, 2012 1:15 pm
by InfiniteStates
This is getting close.
I'm tempted to pre-order based on all I've seen and read, but apparently there's a demo coming soon (that ties in with Mass Effect 3, so I'll probably wait for that first.
Dunno Charlie, think i might miss this one, it looks good and talk of a MMO for it next year, but i dunno, think i'll pass.
Re: Kingdoms of Amalur: Reckoning
Posted: Tue Jan 17, 2012 4:51 pm
by InfiniteStates
I ignored Skyrim for this, mainly because of the combat. IMO if the combat is shit, you basically have a walking simulator. The combat is supposed to be good in this - a bit more like God of War.
I don't think one man can handle 2 RPGs of this size within a couple of months. That's why I left Skyrim alone
Re: Kingdoms of Amalur: Reckoning
Posted: Thu Jan 19, 2012 3:59 pm
by Symonator
played the demo last night.. not sure if i would like it in all fairness...the combat is similar to darksiders mixed with god of war... but it feels nice n responsive.
Graphically the game has a slight cartoon look to it, a bit like WOW.
The questing is similar to skyrim.
You get to do the tutorial and then when you reach the village you get 45minutes of free time on the demo to explore anywhere you see fit.
Anyways it certainnly takes alot from other games in the genre which isn't a bad thing but there is something i don't like about it can't put my finger on it.
Also came cross a nastty bug in the demo, sound cut out and all the npc talk options just fast forward, you don't get to see what they are saying lol, huge bug there.
All in all seems quite solid really, for gameplay mechanics it's ok like, audio is abit meh, combat looks alright and really easy to get into, especially if you are used to the genre.
Maybe i'll get it at a reduced price, it's one of them games you'll end up playing because it will suck you in.
There is something i don't like about it though, just can't quite figure it out, maybe its how the player moves (fast) and seems odd, dunno, hard to explain.
Re: Kingdoms of Amalur: Reckoning
Posted: Fri Jan 20, 2012 9:42 am
by InfiniteStates
Copy/pastad from my EU forum thoughts...
It's really, really buggy, but I enjoyed what I did get to play... Bugs aside, it would be nicer if there was slightly more feeling of weight to the player character and a bit deeper shading on the graphics.
But I tried to play it during peak time - big mistake. It just spend forever trying to connect to EA's one 386 server they have set aside for this demo. Not a good first impression for an offline single player game. I tried off peak and it connected - eventually, and I got to play.
But once I got outside, things went a bit strange after a while. Sound would only play for either the background music or sound effects, but not both. Dialogue with NPCs auto-skipped, so the only bit I could read was the last subtitle it left on screen as I chose an option. It seemed to have difficulty determining which NPC I had just talked to, as it teleported me between two that were close together. Then it eventually gave up all together and hard locked my console... I never even made it to the village.
Re: Kingdoms of Amalur: Reckoning
Posted: Sun Jan 22, 2012 12:09 pm
by InfiniteStates
Symonator wrote:Anyways it certainnly takes alot from other games in the genre which isn't a bad thing but there is something i don't like about it can't put my finger on it.
Finally got to finish the demo, and agree with Sy. I'm not gonna bother pre-ordering, but may pick it up cheap one day. I don't think there's any one specific thing that makes it meh, it's just a compounding of various little niggles...
* The player character is too floaty - it could do with more weight
* There are no shadows and little shading, so nothing has a sense of solidity
* The quest design is distinctly average - standard issue run to point affairs
* The inventory system is bland and clunky
* The frame rate is inconsistent - I guess as it stream levels
* The map design is simply a series of corridoors whether you're inside or outside
* The world map is not that big judging from how long it took me to get between two points that were a large distance apart on the overview map
* The world feels quite sterile - there's not a lot of ambience going on
Also, it has no multiplayer component, but it did give me an idea... check out this thread