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Kingdoms of Amalur: Reckoning
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Very good game, ran into the dialogue speed up and then my game froze but I did like what I played.
Sent from me, duh.PS4 Twitch: http://www.twitch.tv/candyman5os
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Deep character customization, intriguing storyline, and a psuedo-combo/juggling combat system? Count me in.
The UI in this game is one of the simpliest I've ever seen in a RPG. Not that that's a bad thing, just saying. Just feels like they put everything they could into the gameplay being the most seamless experience they could offer(all-star production/development team) and everything else took a backseat(visuals, UI).
A welcome change in priorities IMO.
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Originally posted by Con-ConHonestly, some of the posters on here are acting like Rob Jones boned your girl while you were at work, on you own sheets BTW.Originally posted by trobinson97Mo is the Operator from the Matrix.Comment
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Re: Kingdoms of Amalur: Reckoning
I played through again and while the overall story doesn't reveal itself too much, I found the side quests to have interesting plots and twists. IMO it felt like they thought out the side quests.
Also it is very easy to integrate the skills you can go magic heavy but put just enough into melee to have some fun with that.DON'T PANICComment
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Re: Kingdoms of Amalur: Reckoning
I played through again and while the overall story doesn't reveal itself too much, I found the side quests to have interesting plots and twists. IMO it felt like they thought out the side quests.
Also it is very easy to integrate the skills you can go magic heavy but put just enough into melee to have some fun with that.
The camera during multiple enemy fights is very well done as well. Feels very god of war like and that is a good thing.Comment
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Re: Kingdoms of Amalur: Reckoning
Riding the fence still. After playing the demo iit makes me think of Fable with a good combat system. I am a little worried about the speed up glitch in the demo. I also had a video glitch where the bottom of the screen went to the top and the top to the bottom during combat. Very weird. If those glitches are in the full game it could be a breaker. Not trying to bash EA but they don't have a good rep of taking care of glitches in a timely matter.
One other thing that really bugged me was how you couldn't see your shield until you used it to block. Maybe I'm being picky that really hurt the look.
I will give EA props on the length of the demo. I think I played for over 2 hours.Gamertag and PSN Mrclutch1013
Currently Playing
XBOX :Overwatch, NBA 2k22, random old stuff [/B][/COLOR]
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Re: Kingdoms of Amalur: Reckoning
Thought the demo was pretty fun. Ran into some texture glitches (see spoiler), and like others, the subtitle speed up glitch.
Spoiler
Ran into that a couple of times. Hopefully it's just a beta release bug and is fixed in release.
Combat is very fun, the camera and controls are very tight and responsive.
Graphics are I would say, below average for what I would expect these days and for this type of game. Not a deal breaker though.
Story is not pulling me but of course it's still too early to make a judgement on that. Nothing grabbed me lore-wise though in the early going. I wasn't even interested enough to go through all the dialog options like I do with some other games in this genre.
At this point it's a game that I'm definitely going to give a run through just not a day one purchase for me.PS: You guys are great.
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Re: Kingdoms of Amalur: Reckoning
The bugs mentioned have been fixed for ship. I also wouldn't use EA's track record as some indication of post-release support. 38 Studios isn't owned by EA, and the amount of asking for feedback and interaction between the developers and community is more than most official forums I've come across in awhile.Go Noles!!! >>----->Comment
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Re: Kingdoms of Amalur: Reckoning
The bugs mentioned have been fixed for ship. I also wouldn't use EA's track record as some indication of post-release support. 38 Studios isn't owned by EA, and the amount of asking for feedback and interaction between the developers and community is more than most official forums I've come across in awhile.
I have this in my wishlist and will get it later on. Too much games for me to play at the moment....Comment
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Same here. Still got brotherhood, L.A. Noire, and a few others to get through. Throw in the fact that I haven't even started Skyrim yet and ME3 is right around the corner..this would be on the backburner for at least a few months.
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Originally posted by Con-ConHonestly, some of the posters on here are acting like Rob Jones boned your girl while you were at work, on you own sheets BTW.Originally posted by trobinson97Mo is the Operator from the Matrix.Comment
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Re: Kingdoms of Amalur: Reckoning
Great demo.
Feels kinda like it takes some Skyrim (like Skyrim Jr. when it comes to RPG aspects), makes fighting more fun/flowing, and has a more bright concept. Not totally open world, but lots of places to go (from what little I've seen).
Don't know for sure if it'd be a release day purchase, but I'll probably wait a bit and check it out later (I've got a backlog of games).Nintendo Switch Friend Code: SW-7009-7102-8818Comment
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Re: Kingdoms of Amalur: Reckoning
The cool thing is that supposedly you can pay to respec your talents. Even if it's expensive it means you could go from sneaky/dagger to full caster if you want.
With Skyrim that's not possible (obviously).
I wonder if this'll get spammed by people who respec after making the best armor/potions or something.Nintendo Switch Friend Code: SW-7009-7102-8818Comment
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Re: Kingdoms of Amalur: Reckoning
IGN: Review in Progress Update
Most of what I've seen and done in Reckoning so far I've enjoyed thoroughly (even though I still feel like I've barely gotten anywhere in the greater context of the sheer size of the game). In short, I'm becoming more and more confident that RPG fans looking for something deep, immersive and satisfying will be very pleased with Reckoning.
The Faelands is huge, but its layout somewhat tempers the gigantic nature of the map. Unlike the Capital Wasteland in Fallout 3, Reckoning doesn't tote one huge, wide open space. Rather, it consists of smaller sections that are very specifically interconnected.Something I've certainly begun to enjoy and appreciate the further I get into the game are the various characters I meet, and how emotive they all act. Well done voice acting acts a complement to Reckoning's deep RPG mechanics. Indeed, characters actually look alive. Instead of staring blankly at me as we talk, characters will shuffle around and generally act more human. It's a nice, subtle touch, one that helps with the overall immersive qualities of Reckoning.
Then again, I've been running into some unimmersive stuff that I find mildly grating. I don't like how I can walk into a shop and start wrecking house in front of the proprietor, smashing crates, boxes and barrels with no consequence as I loot them for gold right in front of the people that own them. This flies into the face of an otherwise well-thought out system in which robbing characters of their goods isn't quite as blatant as it is in Fallout or Skyrim. Heck, Reckoning doesn't even let you sell stolen goods to merchants (other than those that specifically buy stolen goods), lessening the reason to steal to raise gold, thus keeping the in-game economy in check. But how can something as obvious as destroying everything someone owns right in front of them go unchecked?Reckoning's superb combat mechanics keep me happy, however, leaving mild asides like the one mentioned in the previous paragraph in the periphery of my mind. Reckoning feels almost arcadey in its combat, something that seems totally out of place in a game like this, and yet something that remains utterly refreshing. Many other like-minded RPGs feel outright clunky and archaic compared to Reckoning, and I truly believe that combat may very well be this game's strongest aspect.
Indeed, I've begun to realize the importance of strategy as I wage battle. The beginning of the game lulls you into a false sense of security, and Reckoning begins to feel like a button-masher. But it isn't. When you start encountering enemies that are more difficult, more intelligent and more aggressive than ones very early in the game, you'll start to understand the utmost importance of using your shield and the parry button.Finally, the technical fidelity of the game stands out to me, especially considering how ambitiously big Reckoning is. I'm playing a debug version of the final build of the game on my test PlayStation 3, and the game hasn't frozen or locked-up on me once. The framerate occasionally stutters during fierce combat featuring a large number of enemies and the draw distance won't impress you, but the game has run reliably. That means no incessant "fear saves" due to an unstable game!
Blah206-Squall255 asks... When receiving a Destiny Card based on your trees, when and how does this exactly happen? You said you can rewrite your destiny, does this mean at each level up we can completely reset our talent trees?
Colin answers... Destiny Cards are unlocked by leveling, and can only be equipped once they are unlocked. However, while the game makes it appear at first that you can only manipulate your destiny via the cards you've unlocked when you level-up, you can actually do so at any time via the in-game menus. "Unlocked Destines" give you statistical bonuses tied to how many skill points you've dumped into Might, Finesse and Sorcery. So unlocking Might-type cards is as simple (in premise) as dumping all of your points into Might. Then again, by spreading it out, dual-type cards become available, such as Finesse/Sorcery or Might/Finesse. You can even unlock Might/Finesse/Sorcery for some epic balance.
Rewriting your destiny basically means taking all allotted skill points and removing them from what you've already spent those points on. This can be done with a Fateweaver, who, for a fee, will remove your points and allow you to reallocate them. Doing so rebalances your character how you might want him or her at the present time, which in turn unlocks new Destines for you to sample and equip.Go Noles!!! >>----->Comment
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