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John Marston


Status: Offline Joined: 09 Mar 2010 Posts: 1256 $poons: 27.80 Location: Grand Line

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Posted: Thu May 19, 2011 10:44 am Post subject: Kingdoms of Amalur: Reckoning |
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Article taken from IGN
| Quote: | 38 Studios just 'gets it'. With the kind of development pedigree we'd call 'all star' – featuring industry veterans like Ken Rolston through to comic book artist Todd McFarlane, Kingdoms of Amalur: Reckoning is holding a great combination of cards in its hand. Moreover, it could just have that magical combination of great gameplay, sterling art direction and – critically – focus. It knows what it is – the future of loot-heavy, story heavy, combat-focused RPGs. It also knows what it isn't - and it doesn't apologize for that either.
If you love hardcore RPGs – or maybe you've been too scared to give them a whirl until now – read on for five reasons Kingdoms of Amalur: Reckoning is going to be awesome.
From the mind behind Morrowind and Oblivion
Ken Rolston is a legend in his own lifetime. He came from classic tabletop, pen-and-paper roots and moved into gaming – fronting the teams responsible for The Elder Scrolls: Morrowind and Oblivion.
You're too ugly to live.
Basically, Rolston crafts worlds and they're consistently impressive. It's his job to oversee the intricacies of weaving together the fiction of the world with the vision of his design team. Reckoning is his baby; he's a man who understands what makes a great RPG – and he's also brought on talent who are on the same wavelength, including a composer who worked at Rare when the studio was at its peak.
These include two big names – R. A. Salvatore and Todd McFarlane, both of whom are masters in their own fields.
Written by veteran author R. A. Salvatore
From the opening moments of the game, when you're dragged through the halls by two bantering dwarves before awaking on a pile of corpses in an ethereal subterranean cavern, Reckoning oozes quality. It should too, since acclaimed fantasy novelist R. A. Salvatore penned the story and dialogue. Salvatore, whose work includes The DemonWorks Saga and a bunch of books in the Forgotten Realms universe, brings undeniable quality to the fantasy writ.
Knight to H4.
Working with Ralson, you can see the potential for amazing quest design, convincing dialogue, deep lore and an overall immersive world. This is the same Salvatore who also crafted one of the most memorable hardcore fantasy characters out there - Drizzt Do'Urden – who went on to appear in Icewind Dale and Baldur's Gate. We can't wait to see what he brings to Kingdoms of Amalur.
Todd McFarlane fuelled the art direction
The creator of Spawn, sure, but as a stickler for great animation and cohesive world design, McFarlane was an inspired choice. The actual kingdom of Amalur is a work of art in itself; the landscape is gorgeously detailed and full of subtlety. There's a clean approach to the character design and landscape. Facial details, for instance are slightly exaggerated – not so much as to be cartoony, but enough to allow for flamboyant animation. It adds so much humour and personality to what could've been a very by-the-numbers, straight-faced experience.
Gorgeous spellcasting effects.
The environments are saturated in colour, too. The most immediate comparison stylistically would be World of Warcraft; both share a bold, rich palate of colours over the top of chunky – but never simple – texture work. The game's structure, while more in line with a game like Fable than an Elder Scrolls game, gives players a lot of variety. We've seen crystalline cave networks blooming with purple and blue light, lush green meadows and open plains with towering trees and steep valley walls. The villages are densely detailed and peppered with characters to interact with and nooks to explore. I do love my nooks in RPGs.
Then there are the monsters; these foes point toward McFarlane's direct involvement more than anything else. While they too are consistent with the slightly exaggerated, bouncy animations of the humanoid characters, they're also a dripping, pointy, venomous and threatening mob. Basically, it seems the art direction is as authentic and well considered as what we've seen of the rest of the game.
It's focused but deep
Balancing depth with accessibility is a careful dance that every RPG strives for – and many simply don't strike the balance. Reckoning, by building on strong, much-loved genre foundations, is presenting its own unique solution.
Seriously, the art direction floors me. This is a stunning game.
The world, which is enormous but never overwhelming, has more in common structurally with a game like Fable than Ken Rolston's Elder Scrolls work. That has allowed his designers to focus on making each region stunningly detailed, wide without being aimless and focused without feeling funneled in.
The combat, likewise, takes one-button combos and makes them context-sensitive, weapon-specific and surprisingly deep. You'll find that using a staff is a radically different – yet equally satisfying experience when compared with using daggers or even a two-handed sword. It gives weapons that have traditionally been good for nothing but liquidating into spare gold coins a new lease on life. By keeping spellcasting and combat mostly straight-forward, action appears fast and fluid – much like God of War or Fable.
You're a blank canvass
Perhaps the most appealing aspect for us is the notion that your character is more-or-less a blank slate for you to build upon. There are no true classes as such in Reckoning; instead, you have potential 'destinies'. As you level up, you can add points to these destiny skill trees – and each one has a variety of abilities and spells that might have drastically different impacts on your gameplay style.
Reckoning gets the balance right. Can't wait to get some time in on this one.
If you've always been hesitant to play as a rogue, for instance (and who would blame you - that class is usually pretty hampered and traditionally a lot less spectacular than many others), you'll find a range of more interesting support abilities at your disposal. Combining these with a simplified but still rewarding combat system, suddenly the appeal of experimenting away from your traditional chosen gameplay style becomes clear. Small things like these build an RPG that feels refreshing – not just another 'Tolkien-light' fantasy retread. |
Also what has me really excited after watching the 1 hour press conference is:
2 million generated loot items like diablo with tiers of rare items
Set Items which if you get them all = more bonus
1000+ Unique crafted items the developer has done which i assume will be set items
NO auto leveling
Blacksmithing + sage craft(which is create gems and socket them)
Day and night cycle certain monsters spawn at night also has a weapon that bye day it does ice by night its fire lmao
you cna actually set monsters on fire lol and some monsters shat themselves (seriously)
You can be the jack of all trades and you won't be weak
Combat looks amazing even for a mage it really makes me want to become a mage in this game...
Press Conference for game
Part 1
Part 2
Part 3
Part 4
Part 5
This game is pre alpha and will be released in 2012. It has me majorly majorly excited and i will be buying it me thinks. _________________
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Benza


Status: Offline Joined: 11 Mar 2008 Posts: 14586 $poons: 119.20

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Posted: Thu May 19, 2011 11:14 am Post subject: |
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man I am sick to fucking death of Todd McFarlane. I mean he's a good artist and all but the man just hasn't evolved past the 90's excess style that he helped define. It's frustrating to see him get all this kind of shit while far better artists are out there pushing amazing work but not getting the same kind of recognition.
Hopefully this decade will see some of the great comic artists of the last decade come into there own away from comics the same way the artists from the 90's like Jim Lee and McFarlane have come into games lately.
On the game. Looks like Fable. Hopefully it can give itself more depth then fable has. _________________
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John Marston


Status: Offline Joined: 09 Mar 2010 Posts: 1256 $poons: 27.80 Location: Grand Line

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Posted: Thu May 19, 2011 11:18 am Post subject: |
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^^^ Yeah thats the feeling i got from it to regarding looking like fable tho it does look beautiful. I just find loot games are very very hard to come by and yeah they even said they will have a diablo styled loot system. I need to relax fuck it comes out in 2012 fuck.
I really recommend watching the conference as it SAYS a hell of a lot more info then i have. _________________
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Benza


Status: Offline Joined: 11 Mar 2008 Posts: 14586 $poons: 119.20

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Posted: Thu May 19, 2011 11:20 am Post subject: |
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I watched a couple of vids but have no sound at work so I got bored of the frame of the guy standing in the grass Will watch with sound later tonight. _________________
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Exodus


Status: Offline Joined: 04 Jan 2011 Posts: 389 $poons: 63.40 Location: Melbourne.

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Posted: Thu May 19, 2011 4:59 pm Post subject: |
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Looks very interesting. We need some RPGs that are "bringing it back" to the depth and substance of the genre's roots. Not this "streamlined" and "more accessible" crap that is Mass Effect 2 and Dragon Age II. _________________
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John Marston


Status: Offline Joined: 09 Mar 2010 Posts: 1256 $poons: 27.80 Location: Grand Line

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Posted: Fri May 27, 2011 9:50 am Post subject: |
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| Quote: | Everything about Kingdom of Amalur: Reckoning seems designed to lose my interest. There’s the title, the high fantasy setting, the silly race names. The entire game seems like a pastiche of all of the action role-playing titles that came before it.
But then I played it and suddenly I was enthralled.
I suppose it stands to reason that a game developed by Big Huge Games with the help of Ken Rolston (The Elder Scrolls III and IV), R.A. Salvatore (famed sci-fi and fantasy novelist) and Todd McFarlane (creator of Spawn) would be anything but forgettable.
It’s odd then that at first glance, second glance, long demo, it’s still easy to dismiss it.
That’s how I felt as I set through a demo of the game last week at Electronic Arts LA studio. Sean Dunn, studio manager at Big Huge Games, walked us through the backstory of the game, rolling out place settings and race names like Amalur, Almain, Varani, Ljosalfar, Dokkalfar. There were even a few I recognised like gnomes.
As he spoke the television filled with gameplay and video showing off a detailed, colourful world, but one not easily separated from its action role-playing game predecessors. He showed us some neat twists additions in his game, like the ability to sneak up on anyone and try to pickpocket, that getting caught can mean in-game jail time which can result in a fine or lost experience points.
That you can create weapons from crappier other weapons and then tweak five basic components of your creations resulting in something special, unique.
You can, while running up to folks in the city for quests, skip their conversation and skip straight to a text summary of your quest. When you loot a treasure chest you can go straight into an option to compare your existing weapons and even switch out what you’re using straight from that menu.
There were a lot of tiny touches that perhaps only hardcore action RPG fans would notice. There were also some bigger ideas, like the notion that you are classless, that your abilities and the sort of character you are is drawn entirely from your choices of skills allowing you to create odd new classes like Shadow Master.
The game’s underlying story draws in part on the notion that you are in a world where everyone lives according to pre-ordained fates but that you are fateless. You can, though, find these fates and use them to create special talents in your character.
It’s something new, but wasn’t enough to get me interested. In fact, I sort of put off trying the game during the nearly half-day event at EA. Fortunately, I finally settled down into a couch in a backroom and played.
While combat isn’t anything entirely new it was instantly satisfying. It sort of felt like an amalgam of what I love about God of War and Diablo. There’s that clicky-button mashing need to obliterate your enemies backed with gratifying, graphics and clever take downs and abilities.
My character, for instance, could teleport through people, leaving in his wake a poison trail, a trail that was absorbed by enemies as he passed through them. Armed with a chakram and knives, my character was able to toss out waves of damaging attacks. I could also sneak up on enemies and deliver devastating, visceral sneak attacks.
The game, designed as a solid PC role-playing title, worked so well on the Xbox 360 controller, that I wondered aloud how they would make it work as well on a computer. “We’re working on that,” I was told.
The graphics and backstory may not have a lot of instant appeal, but the fantastic combat system and colorful attacks and specials are sure to get gamers to stick around long enough to start caring and understanding about those things. And with a promised 60 hours of gameplay, it probably makes sense to slowly ramp that up over the course of the game.
There are four playable races, three class trees, each with 22 abilities to sort through. I played around with a few, like planting ice land mines or that venomous teleport, but there were many, many more I didn’t get a chance to experience. That alone feels like it will make the game worthwhile.
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Taken from Kotaku
I am telling ya people keep an eye out for this one
Interview:
Interview location
Blacksmithing sounds awesomeeeee getting junk items that you would sell and break those items down and make new ones  _________________
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Cyph

Status: Offline Joined: 17 Apr 2008 Posts: 3977 $poons: 716.80 Location: Perth, WA

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Posted: Fri May 27, 2011 4:53 pm Post subject: |
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Weapon light trails..... ugh.
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Bronze


Status: Offline Joined: 18 Mar 2002 Posts: 3017 $poons: 164.80 Location: Melbourne

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Posted: Wed Jan 18, 2012 10:02 pm Post subject: |
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HOLY EPIC BUMP, BATMAN!
Downloaded the demo today, and had pretty much the same reaction as the Kotaku guys.
"Lame name." *sigh*
"Generic races." *sigh*
"Looks unpolished." *sigh*
"Oh, it's a Fable/Dragon Age mashup, how original." *sigh*
"Hmm. This combat is actually kinda fun." *interest piqued*
"Oh man this forest is gorgeous. And massive. And full of things to do!"
"TIMED DEMO?! 45 minutes up already?! BUT I HAVEN'T SAVED THE CURSED WOLF YET!" ; ;
Day-one purchase. >_< _________________
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Luketheman5


Status: Offline Joined: 22 Sep 2007 Posts: 2065 $poons: 487.60 Location: Melbourne

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Posted: Wed Jan 18, 2012 10:40 pm Post subject: |
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^
Yep, exact same reaction. Except mine was "OH WHAT I JUST STARTED THAT QUEST FOR THE CUTE GIRL"
Didn't even know this game existed until today, now I really want it! _________________
Now playing: Binary Domain
Now Replaying: Mass Effect 2
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Jarrod


Status: Offline Joined: 07 Dec 2007 Posts: 8284 $poons: 369.60 Location: Preston

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Posted: Wed Jan 18, 2012 10:59 pm Post subject: |
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Hahaha similar thoughts my end. Lots of technical issues though. Sound cutting out (which the devs know about), occasional random pauses pre-combat, and some of the worst LOD pop in I've ever seen in a game. The devs seem to know all about it though and the build is several months old.
I didn't mind the game. Feels like a really old school traditional loot grinding game, which is good and bad. I like the art, and the combat is a lot of fun, so simply chewing through dudes, exploring dungeons and doing quests for sweet gear should be fun.
But I wont get it until a bit later on, I don't think. Still making my way through Dark Souls and Skyrim, plus some other non-RPGs in my backlog. Want to go through Mass Effect 2 again in preparation for Mass Effect 3, so until the latter is done I doubt I'll be able to give this game the time it requires. _________________
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Luketheman5


Status: Offline Joined: 22 Sep 2007 Posts: 2065 $poons: 487.60 Location: Melbourne

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Posted: Wed Jan 18, 2012 11:07 pm Post subject: |
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Oh yeah the technical issues were a nightmare. I had missing floor textures, sound issues, framerate dips. Glad they have it fixed! _________________
Now playing: Binary Domain
Now Replaying: Mass Effect 2
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Benza


Status: Offline Joined: 11 Mar 2008 Posts: 14586 $poons: 119.20

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Posted: Thu Jan 19, 2012 9:40 am Post subject: |
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When I fought the troll my entire screen completly blacked out except for the UI untill it was dead leaving me having to stab around in the dark judging it by when the numbers floated up. _________________
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Benza


Status: Offline Joined: 11 Mar 2008 Posts: 14586 $poons: 119.20

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Posted: Fri Jan 20, 2012 11:34 am Post subject: |
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ok so I dug into it a bit more last night.
Had to restart once because a bug put an invisible wall infront of the first town and nothing loaded beyond that. So that sucked.
The combat is really fun, but I think they really need to buff up the town guards. Skyrim kind of teaches you early on that if you fight a town you will die, so that by the time you get up to a high enough level to take on an entire town it's not really something you're going to do because you're used to not doing it.
Lvl 2, that's how high I was when I massacred the entire town. And I'm not talking fought and beat, I mean massacred they didn't stand a fucking chance. My hammer took out the guards in like two or three hits. There was one dude in a pub that was imortal. But even he got knocked out in like four hits and then stayed down for like a minute.
That said, other then the glitches and the weird lockpicking thing I'm digging the hell out of this game. _________________
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WarAdept


Status: Offline Joined: 12 Apr 2009 Posts: 496 $poons: 62.50 Location: Sydney

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Posted: Sun Jan 22, 2012 10:28 pm Post subject: |
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I'm a terrible person. I was on the fence on getting this game, but Steam just announced that buying it gave you 3 hats for TF2.
...
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Benza


Status: Offline Joined: 11 Mar 2008 Posts: 14586 $poons: 119.20

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Posted: Sun Jan 22, 2012 11:21 pm Post subject: |
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I am fucking addicted to this demo man. I've played through it 5 times now. I can not wait for this game to come out. _________________
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Benza


Status: Offline Joined: 11 Mar 2008 Posts: 14586 $poons: 119.20

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Posted: Wed Jan 25, 2012 10:47 am Post subject: |
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watching the developers diary with the sound design guy who previously did the music for donkey kong and banjo kazooie
http://www.gametrailers.com/video/developer-diary-kingdoms-of/726080
| Quote: | | I appologies for the Donkey Kong Rap... there it's offical now, I didn't think it was so bad at the time but... yeah please forgive me |
I loled. _________________
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Luketheman5


Status: Offline Joined: 22 Sep 2007 Posts: 2065 $poons: 487.60 Location: Melbourne

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Cyph

Status: Offline Joined: 17 Apr 2008 Posts: 3977 $poons: 716.80 Location: Perth, WA

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Posted: Sat Jan 28, 2012 9:12 pm Post subject: |
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^ I was actually going to post that I was interested in this... until that link of yours luke. Problem is, my brother and I usually share games we buy, so stuff like this we avoid.
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Bronze


Status: Offline Joined: 18 Mar 2002 Posts: 3017 $poons: 164.80 Location: Melbourne

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Posted: Sun Jan 29, 2012 12:30 am Post subject: |
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This is new?
EA did the same thing with Dragon Age: Origins (Shale) and Dragon Age II as well (Sebastian). _________________
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Benza


Status: Offline Joined: 11 Mar 2008 Posts: 14586 $poons: 119.20

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Posted: Sun Jan 29, 2012 2:35 am Post subject: |
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and... well every piece of DLC for ME 2 _________________
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Cyph

Status: Offline Joined: 17 Apr 2008 Posts: 3977 $poons: 716.80 Location: Perth, WA

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Posted: Sun Jan 29, 2012 5:26 am Post subject: |
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Doesn't mean I can't bitch about it (and everyone else) every time they do it
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Fyuusii


Status: Offline Joined: 13 Jan 2010 Posts: 1103 $poons: 213.80 Location: Perth, WA

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Posted: Sun Jan 29, 2012 12:57 pm Post subject: |
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So don't buy the game new then. Ask yourself, are seven optional quests worth you paying the extra dollars for a new copy? Your choice.
If you let the entire thing sway you completely off of playing what could be an enjoyable gaming experience, then you're simply missing out. _________________
"Now I stand, the lion before the lambs... and they do not fear.
They cannot fear..."
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Benza


Status: Offline Joined: 11 Mar 2008 Posts: 14586 $poons: 119.20

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Posted: Mon Jan 30, 2012 3:29 pm Post subject: |
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well gabe from penny arcade seems to love it
| Quote: | Once again I was able to beg an early copy of a game. This time I scored Kingdoms of Amalur. I’ve been playing it now for a few days and I am in love. I’m probably not supposed to talk about the game yet but I figured it would be much easier to ask for forgiveness rather than permission as the old saying goes.
I’m not incredibly far in the game and I don’t want to spoil anything but I do want to give my impressions. Yesterday on Twitter I said I thought it was better than Skyrim and I want to tell you why that is.
I’ve mentioned before that I have a problem with open world games. When given all these options I tend to get paralyzed rather than excited. for some reason Amalur is different and I think I know the reasons why:
The combat in Skyrim is miserable. If games like Bayonetta and God of War are on one end of a spectrum, games like Skyrim are so far on the other end that they have fallen off the spectrum and actually can not even see the spectrum from where they are. It seems like if you want to play a massive open world RPG you have to give up a fun,energetic combat system. The thrill of discovering a cave full of vampires in Skyrim is diminished by the knowledge that once I get in there, fighting them is just going to be a chore.
Amalur is the polar opposite. The combat system in Amalur is fast paced and incredibly deep. I’d say the way this game handles class choice is one of my favorite things about the title. There are three skill trees, might, finesse, and sorcery. As you level up you earn talent points and can invest them into any branch you like. So far pretty standard stuff. The twist is that throwing points into these trees will slowly unlock hybrid classes. For example, I started off in sorcery and chose a pretty standard wizard type class. I got a bonus to my mana pool and that sort of thing. Then I started putting points into finesse and I unlocked a couple of hybrid classes. Now I’m a spell casting rogue with magic blades! I get a bonus to blade weapons and a boost to magic damage. There are tons of these hybrid classes encompassing all the various combinations of talent points and trees. So as you play the game and shuffle your points around you can also be cycling through different class choices each with their own bonuses and special powers.
Having cool powers and a great class wouldn’t matter if the combat itself sucked though. thankfully Amalur delivers a visceral, smooth, flashy combat experience that I’d put up alongside games like Darksiders and Devil May Cry. I think that in Skyrim, story, exploration and discovery are the things that are supposed to keep you playing. Amalur has all that stuff too but it doesn’t sacrifice the game play to deliver it. This combat would feel right at home in an action game but they have combined it with solid writing and a massive open world.
The other big thing that keeps me in Amalur is the art. Skyrim is nice looking in its own way but I found the gray and brown to be incredibly boring after a while. The world felt procedurally generated to me rather than built by a designer. Obviously Amalur’s style isn’t for everyone. It has been compared to WoW and Fable which, honestly I think is fair. If that sort of style doesn’t turn your crank then Amalur isn’t for you. personally I lost interest in exploring Skyrim and Dragon Age 2 because I never saw anything that looked very interesting. A big part of the reason I play games is for “new art”. That is the thing more often than not that keeps me progressing. What will the next level or zone look like? Amalur in my opinion is absolutely beautiful. This world has been thoughtfully and artfully constructed. It is vibrant and unique in a way that makes me hungry to explore over the next hill.
In the end I just want to make sure this game doesn’t slip past your radar. I think it would be easy to look at it and think it’s a pretty standard RPG. In reality Amalur is a unique experience full of great ideas. Do yourself a favor and check it out.
-Gabe out |
_________________
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Luketheman5


Status: Offline Joined: 22 Sep 2007 Posts: 2065 $poons: 487.60 Location: Melbourne

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Posted: Fri Feb 03, 2012 12:26 am Post subject: |
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$78 at Harvey Norman, not bad. _________________
Now playing: Binary Domain
Now Replaying: Mass Effect 2
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Coltaine

Status: Offline Joined: 15 Dec 2011 Posts: 82 $poons: 14.40

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Posted: Fri Feb 03, 2012 3:04 pm Post subject: |
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I've no idea what's going on, but for some reason, after the initial intro cinematic which explains the story's backdrop, everything is just black. Like, I hear two guys squabbling about my corpse, screen still black, then I get to do my character customization etc. Then, after I entered a name, the screen is just pitch black. I initially thought this might be intentional since the objective is to find your way out of the dark. But then I pick up a sword, enter UI and equip it, exit UI, and then everything is still black, except now the UI imagery is frozen over the blackness. Restarted multiple times, same thing.
Even though I can't play it, here are my initial thoughts from what I've seen from first trailer onwards.
I haven't been excited by it yet. I absolutely hate the art style. It's childish and reminds me of that generic aura that Fable seemed to exude. The combat, even though I haven't experienced it yet, annoys me because of the throwback to Dragon Age 2, a game over which I still lose sleep because of it's absolute cringe-inducing shittiness.
I was a little taken aback by the cinematics with the art style and the violence together, since its something I was not expecting after spending hours on Fable gently caressing baddies with my sword. This gave me some hope for the game, though. And besides the generic magic gobbledygook, the story might actually be rather enticing as well. I'd love to play it now though. Since it doesn't work on the PC I might just download it on the 360.
But what I really am looking for at the moment, is a mature RPG. I believe gaming has moved past the cartoon phase and I want something with more substance. The most recent game somewhat successful in all this was Dragon Age:Origins. Skyrim came close but the execution was lacking, as well as any sense of purposeful direction.
Will have to play Amalur to get more of a feel though. _________________
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