There will be a reckoning (Kingdoms of Amalur)
Posted: 2012-03-09 07:24am
So I decided to put my new computer through its paces and on the recommendation from the games store I got Reckoning : Kingdoms of Amalur. I am aware that this was available on consoles at least one month earlier.
Its a nice RPG I have to say, and I was satisfied with my purchase. I think the last computer RPG I played was either Wizardry 8 or the Might and magic 8, so the genre has certainly changed since I last played. Some of the features I see improved on Amalur are most probably standard, but I will mention them anyway.
Whats good
In no particular order
1. Love the combat - different from the modes where you could alternate between turn base mode and real time combat RPGs I used to play. Its purely real time, but its relatively easy to use the combat moves. Their is a tutorial showing how to do the various moves with the weapons. I particularly love the Faeblades. I must admit I got past the main quest without using them, then continued to play some sidequests using different combinations.
The Faeblades look like a Klingon Bath'leth, only it can be held in one hand, so your character is armed with two. In real life it most probably isn't very practical, however when your character can spin around at ridiculous speeds continuously then it becomes a killer.
Currently I am playing with a combination of Faeblades and Chakrams, but I keep other weapons in hand to switch.
2. Love the customization of your character
You aren't locked into a profession, you can put points into sorcery, might and finesse categories. All of these allow certain spells, but sorcery obviously has more powerful spells arguably. You can also reset your character for an in game fee. You essentially get refunded all your ability points, and get choose to redistribute them as you see fit.
3. Forge your own stuff.
I find that the stuff I create turns out to be more powerful than what I find in the game. Its a nice feature which allows me to boost my health and mana dramatically, where even weapons can be configured to add x% to health. This really builds up as your advance more levels, as x% of a bigger number gives you more extra health / mana.
You can also name your stuff, so I tried a few combinations here.
Dalek Plunger for a bow.
Because Voltron was cool when I was a kid.
Keeping with the Voltron theme
4. Fast travel
In the M&M series you needed spells to fast travel from town to town. This is a standard feature in Amalur (unless you haven't been to that place before). I think this is a standard feature of other more recent RPGs as well.
5. Great depth of world
RA Salvotore created a 10000 year history. You can find it on their website. Essentially the game is set during the age of Arcane, where humans start mastering magic, whereas only the Elves and Fae could do it before. The more recent age is the age of heroes, which I suspect its the age where they plan to set their MMORPG in. However the creators have stated they do plan to make more singe player RPGs as well as other spin off merchandise.
6. Helmet off option
Your character can wear a ridiculously powered armoured helmet, but you have the option of displaying them in combat without it. I discovered this feature by accident and I must say, some armour looks cool, some not so great and your character looks better sometimes without the helmet.
The bad
1. Can't jump off from anywhere. You have to jump from selected jump points. The up side of this feature is, you can't accidentally kill yourself by running off a cliff. But then you can jump from a ridiculous height at a jump point and remain unscath, so maybe in universe you just end inconvenienced.
2. You also can't cut corners, which prevents you saving just that extra time.
3. Downloadable content restriction
There is an extra house of valor quest which apparently is only available to early adopters who buy it online. I would have loved to play that extra quest. This obviously is disadvantageous to those who buy second hand games to prefers to wait for reviews (like me).
4. You can't cast remove curse spells. Which is irritating because you have to seek a healer when you are cursed.
The funny side
1. One of your "guide" characters always seems to dress in the most skimpy costume reminiscent of the stereotype Sword and sorcery Howardesque archetype. You know like Red Sonja mode of dress.
2. You can steal items from a person (I only did so as part of a quest) and if you are caught (very likely, unless you use the trainer) you can get away with it by simply paying a fine.
Its a nice RPG I have to say, and I was satisfied with my purchase. I think the last computer RPG I played was either Wizardry 8 or the Might and magic 8, so the genre has certainly changed since I last played. Some of the features I see improved on Amalur are most probably standard, but I will mention them anyway.
Whats good
In no particular order
1. Love the combat - different from the modes where you could alternate between turn base mode and real time combat RPGs I used to play. Its purely real time, but its relatively easy to use the combat moves. Their is a tutorial showing how to do the various moves with the weapons. I particularly love the Faeblades. I must admit I got past the main quest without using them, then continued to play some sidequests using different combinations.
The Faeblades look like a Klingon Bath'leth, only it can be held in one hand, so your character is armed with two. In real life it most probably isn't very practical, however when your character can spin around at ridiculous speeds continuously then it becomes a killer.
Currently I am playing with a combination of Faeblades and Chakrams, but I keep other weapons in hand to switch.
2. Love the customization of your character
You aren't locked into a profession, you can put points into sorcery, might and finesse categories. All of these allow certain spells, but sorcery obviously has more powerful spells arguably. You can also reset your character for an in game fee. You essentially get refunded all your ability points, and get choose to redistribute them as you see fit.
3. Forge your own stuff.
I find that the stuff I create turns out to be more powerful than what I find in the game. Its a nice feature which allows me to boost my health and mana dramatically, where even weapons can be configured to add x% to health. This really builds up as your advance more levels, as x% of a bigger number gives you more extra health / mana.
You can also name your stuff, so I tried a few combinations here.
Dalek Plunger for a bow.
Because Voltron was cool when I was a kid.
Keeping with the Voltron theme
4. Fast travel
In the M&M series you needed spells to fast travel from town to town. This is a standard feature in Amalur (unless you haven't been to that place before). I think this is a standard feature of other more recent RPGs as well.
5. Great depth of world
RA Salvotore created a 10000 year history. You can find it on their website. Essentially the game is set during the age of Arcane, where humans start mastering magic, whereas only the Elves and Fae could do it before. The more recent age is the age of heroes, which I suspect its the age where they plan to set their MMORPG in. However the creators have stated they do plan to make more singe player RPGs as well as other spin off merchandise.
6. Helmet off option
Your character can wear a ridiculously powered armoured helmet, but you have the option of displaying them in combat without it. I discovered this feature by accident and I must say, some armour looks cool, some not so great and your character looks better sometimes without the helmet.
The bad
1. Can't jump off from anywhere. You have to jump from selected jump points. The up side of this feature is, you can't accidentally kill yourself by running off a cliff. But then you can jump from a ridiculous height at a jump point and remain unscath, so maybe in universe you just end inconvenienced.
2. You also can't cut corners, which prevents you saving just that extra time.
3. Downloadable content restriction
There is an extra house of valor quest which apparently is only available to early adopters who buy it online. I would have loved to play that extra quest. This obviously is disadvantageous to those who buy second hand games to prefers to wait for reviews (like me).
4. You can't cast remove curse spells. Which is irritating because you have to seek a healer when you are cursed.
The funny side
1. One of your "guide" characters always seems to dress in the most skimpy costume reminiscent of the stereotype Sword and sorcery Howardesque archetype. You know like Red Sonja mode of dress.
2. You can steal items from a person (I only did so as part of a quest) and if you are caught (very likely, unless you use the trainer) you can get away with it by simply paying a fine.