In the conversation, your character supremely dumb and boring aspect can say what they want - as long as it is conformist, grumpy or mean.The thing is, Kingdoms of Amalur: Reckoning does not really do that. While it is designed by veteran Ken Rolston The Elder Scrolls (Morrowind, Oblivion) and has many features that you recognize from BioWare and Bethesda games (an obsession with the art of conversation and theft, example), Amalur is not as flexible. You can not manipulate a complex matrix history of cause and effect the way you can in Dragon Age: Origins. You simply can not do whatever the hell you like the way you can in Skyrim.There are plenty of options that have minor little real impact. There are sometimes more important - "Twist of Fate" - who tend to arrive early, before bringing anything episode is following its equally abrupt end. You then received a permanent boost statistics, given a pat on the back and put firmly back on the rails.Freedom follows a different pattern in the judgment, and this has been taken from another major influence, World of Warcraft. It is the freedom to pick and choose from a wealth of absurd content, breaking all the seams with XP, gold and booty.Although the content is not scaled to your level as you do in Bethesda games, leveling is fast and constant, and not much else to do what you need to keep up with the main story. Among the handful of juicy lines factions constellation missions and side missions and full of dungeons, you'll be as regular and, of course, off track I will not even think of grinding. This game is an expert pace, and flows like water.However, you are always going on more or less the same direction and with the same purpose. Amalur is an open world wide branches before cutting down again, and exploration is recommended (and generously rewarded) by the secrets, sight lines and an incredibly detailed map of plaster on the icons tempting. Although it is made of discrete areas linked by convenient ravines, streams in the world to perfection and a natural fit, and offers plenty of beautiful views, if not great. It is a delightful maze, full instead of imposing a desert.
Combat usually keeps the funny side of dirty - but the camera can lose the plot with large groups of enemies.Thematically, it is stock in trade things - enchanted forest, rocky desert, high plains, swamps cloying - coarsely made, conventionally attractive with a clear debt to Azeroth WOW (also, by extension, everything from Warhammer Middle-earth that WOW owes its own debt). Art is polished and detailed, does much better than the landscapes of people, and unfortunately does not quite have the personality or atmosphere lifts out with his most flagrant. However, its vivid colors, strong lines, warm tone and lighting are very inviting to open and close (not to mention fantasy sandy rare among today). Amalur is pure escapism and old.It's a similar story with writing. The modal dialog, lumpy, awkward Irish accents and obtuse concepts are nothing new to the genre, and it's no surprise to find them in abundance here. It even has a kind of dilapidated charm - or not, if everyone (including you) was not as unfriendly. Science is involved, but based in a fantasy world to forget to take you a while to realize that there is more than it seems.The layout has a virtue of simplicity, at times evoking a memorable vignette of busywork missions cliché. More importantly, the search lines and the main faction are full of incidents and forward momentum powerful, but occasionally loses track of its logic. You are trying to discover who you were and what happened to turn the tide in a bitter war against an aggressive faction called Tuatha Fae, the staff and the view angle fit perfectly.
The interface is not pretty, but it's quick, unpretentious, functional and easy to read on smaller screens of the distance.It is professional, orderly and successful - and deeply generic. The biggest problem with Amalur is that, despite its fine craftsmanship, which is obviously a world made to order. This is not the creation of a fertile young mind, but the bank account of a successful baseball player. Owner of 38 Studios, EverQuest and WOW fan Curt Schilling decided to make an MMO, and needed a world to build, so did Todd McFarlane artist and novelist RA Salvatore drum up. But you can not buy inspiration, no matter how big the names.Here's the interesting part, however. As a test case or brand-building exercise or whatever, Schilling decided to graft the universe as an image on a single player game. So I bought Big Huge Games in Baltimore and work with the development of action RPG. And the mechanical guts of this game were - are - very good indeed.His most notable achievement is an emphatic, visceral, fast-paced fighting style with good feedback. Do not disgrace a game console pure action and makes the most of his contemporaries RPG shabby. Big Huge Games manages to keep this fight clearly defined and the satisfaction of giving while providing considerable freedom in character development and ensuring that improved their skills and performance gear tangible results.That is no mean achievement ....
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