Kingdoms of Amalur: Reckoning

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  • goh
    Banned
    • Aug 2003
    • 20755

    #106
    Re: Kingdoms of Amalur: Reckoning

    It's an awful day 1 purchase for me,I'll buy it anyway to show support for something new.

    Comment

    • choadler
      MVP
      • Feb 2004
      • 2001

      #107
      Re: Kingdoms of Amalur: Reckoning

      I hope they tweaked the camera a bit. I played some more of the demo and the behind the shoulder view definitely needs work. It is very touchy playing with the mouse. Actually felt a little queasy after playing it for about 30 minutes. That has never happened to me before.

      Comment

      • bukktown
        MVP
        • Jan 2007
        • 3257

        #108
        Re: Kingdoms of Amalur: Reckoning

        I just can't decide whether I like this game or not from the demo. If I buy it for$60 it will be mostly to support the developer.

        Comment

        • choadler
          MVP
          • Feb 2004
          • 2001

          #109
          Re: Kingdoms of Amalur: Reckoning

          Originally posted by bukktown
          I just can't decide whether I like this game or not from the demo. If I buy it for$60 it will be mostly to support the developer.

          If they fix the camera being so shaky and allow a little bit of zoom out on the character it would really help. I can't see by day 1, too many games that I need to finish. Perhaps a 50% off Steam Sale this fall will be the purchase point for me.

          Comment

          • Flawless
            Bang-bang! Down-down!
            • Mar 2004
            • 16780

            #110
            Re: Kingdoms of Amalur: Reckoning

            Originally posted by choadler
            I hope they tweaked the camera a bit. I played some more of the demo and the behind the shoulder view definitely needs work. It is very touchy playing with the mouse. Actually felt a little queasy after playing it for about 30 minutes. That has never happened to me before.
            The Lead Combat Designer started a thread asking for feedback on the camera. He responded a couple days ago with this:

            Camera Lag
            We have a pretty sweet system that smoothly lags the camera behind the player character's position. Generally, we like camera lag because it gives the player character a sense of velocity, and detaches him/her from the center of the screen. You've probably played games in the past where the camera was locked PERFECTLY on the player character, and the game looks like a moving background with your player character super glued on to your screen. We went with a little more camera lag than the typical action game, and obviously a lot more than the typical RPG. On the controllers, we think this feels pretty good, but with keyboard/mouse, it's odd because very few PC games have camera lag at all. Regardless of how we feel about it, it's really about what you all think. I'm looking into a way to allow you to adjust the amount of lag so that you can have a really tight camera if that's what you prefer (tight camera should be the default for PC).

            Camera Distance
            I've always believed that as game players we like the camera to be back as far as we can get it. The more we can see, the more information we have to make smart decisions about how we're playing the game. There are some technical concerns to adjusting the distance (performance, different minimum distances on different cameras), but I think it should be possible to at least adjust the minimum distance via a menu. Ideally, this could be adjusted via mouse wheel (or any other input), but I'm currently keeping that at lower priority since it is A) only affects PC users, and B) could adversely potentially affect other things (like the bow tutorial).

            Camera Height
            As noted by GreatGreen, the camera is focused on the player character's chest. We like the way that the character is currently framed on screen - it makes for a good composition and has a balance between your character and environment. Of course, we also understand wanting to see MORE of the environment. Allowing you to raise the camera focus to the player character's head seems harmless enough, but could have some bad consequences with things like dynamic zoom in combat camera or not being able to see your character's feet. Anyhow, it's worth testing.

            Auto Follow
            From our user testing, we found that people use the camera in different ways. For instance: Some people use the camera to steer their character, others use the left stick or movement keys. With a controller, some people like to manually control the camera all the time (even in combat), while some people NEVER control the camera. We created a system for those people that never touch the right stick. Here's a brief description of how it works:
            - Auto Follow: As the player is moving and steering so that the player character's facing direction differs from the camera's facing direction, the camera will attempt to spin to face the same direction. The speed is simulated through "fake" stick input.
            - Corner Avoidance: If the player character makes a turn around a wall corner, or pillar, or any static thing that might obstruct the view, the camera gets pushed out of the way and behind the player character. This keeps the camera from having to rapidly zoom in. The overall effect is similar to the Follow behavior.
            - Enemy Avoidance: We have a system in our combat camera (only implemented for large enemies), that will rotate the camera whenever a large enemy is found between the player character and the camera. This keeps the line of sight clear on your character.
            For ease, I'll refer to all three of these as Auto Follow. Whenever the player touches the right stick, we disable Auto Follow and it doesn't kick back in for 4 seconds. This is so you can look at something while moving and not "fight" the camera. But the timer isn't a perfect solution. The ideal solution here is to give options for disabling Auto Follow completely, and potentially a slider for adjusting the Auto Follow Delay timer.

            Well, that's a pretty big post there, so I'll save any more info for another update. Hope this information is somewhat helpful - Keep the comments coming!

            ...

            Recap of a recent podcast that Curt Schilling was on:

            -The demo of Reckoning that released last week was of a 3 month old build. This explains the various bugs present in the demo. Curt has said that the bugs aren’t present in the final build.

            -Completionists will be delighted to know that the game clocks in around 200-300 hours if you really want to get and see everything that the world of Amalur has to offer.

            -The first downloadable content for Reckoning will be released around the time that Mass Effect 3 comes out in March. This DLC will work on bridging Reckoning to the MMO tie-in, Copernicus, that 38 Studios is currently working on.

            -EA told 38 that the DLC for reckoning was "Too Big", 38 went with it anway

            -Certain monsters from Reckoning will be playable in Copernicus. (The MMO)

            -The character of Amalur are meant to be memorable. You’re going to see them in the future, whether it’s in Copernicus, or even Reckoning 2.

            -Kingdoms of Amalur: Reckoning 2 confirmed.

            -Reckoning has gone gold.

            -Reckoning will have advertisements during the Superbowl.

            -Schilling will be on Jimmy Kimmel and Jimmy Fallon to promote Reckoning.

            -Special demos have been prepared for both shows.

            -Schilling will be recording Kimmel’s show on January 26th, and Fallon’s show sometime next week. The air date of both of these episodes is currently unknown.

            -To further promote Reckoning, 38 studios has given the 4-5 biggest live-streamers in the world a copy of Reckoning to stream on launch day.

            -Speaking of launch day, GameStop will be holding a midnight launch for Reckoning, and Schilling will be at a midnight launch in Massachusetts.
            Go Noles!!! >>----->

            Comment

            • Chrisksaint
              $$$
              • Apr 2010
              • 19127

              #111
              Re: Kingdoms of Amalur: Reckoning

              I'm thinking i'm going to pick this up over FF13-2(whole different story ending with disappointment as to how that franchise is falling), the demo was pretty a good game imo for being a 3 month build.

              I loved the combat, i'm never picky about the graphics and these were good enough for me, story seems like something that'll be there,etc.

              The customer support seems to be pretty good which is what I like to hear if there's any issues that need to be fixed in the game, liked the sound of a DLC addition that is considered "too big" to add to the 200-300 Schilling mentioned.
              Saints, LSU, Seminoles, Pelicans, Marlins, Lightning

              Comment

              • goh
                Banned
                • Aug 2003
                • 20755

                #112
                Re: Kingdoms of Amalur: Reckoning

                You mean they have the gall to release DLC that isn't already included on the disc AND lasts longer than 30 minutes even though it costs $7 or lasts longer than 1 hour and costs $10-$15? You won't even need XBL Gold to get it even if you've already paid for it!? The nerve! Shocked and apaulled! How can they be allowed to get away with such things!?

                Comment

                • Skyboxer
                  Donny Baseball!
                  • Jul 2002
                  • 20302

                  #113
                  Re: Kingdoms of Amalur: Reckoning

                  With me picking up the VITA I'll have to pass for now. Will grab it later on though.
                  Joshua:
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                  a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


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                  • goh
                    Banned
                    • Aug 2003
                    • 20755

                    #114
                    Re: Kingdoms of Amalur: Reckoning

                    I've played this 4 times and found new stuff every time. Daggers + chakrams are pretty cool.

                    Found out how to turn on post processing for the demo:

                    Off:



                    On:

                    Comment

                    • Millennium
                      Franchise Streamer
                      • Aug 2002
                      • 9889

                      #115
                      Re: Kingdoms of Amalur: Reckoning

                      Demo confirmed a day 1 purchase for me, but for some reason I find myself wanting to purchase this game to back 38 Studios.

                      Don't ask me why, I just fall in love with new devs that really seem to bust their butt and have real love for their games.
                      Franchise > All Y'all

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                      Comment

                      • Flawless
                        Bang-bang! Down-down!
                        • Mar 2004
                        • 16780

                        #116
                        Re: Kingdoms of Amalur: Reckoning

                        See how exploring the vast lands of Amalur will prove useful as discovering deep secrets and uncovering dark lore will be greatly rewarded.
                        <div style="background-color:#000000;width:520px;"><div style="padding:4px;"><embed src="http://media.mtvnservices.com/mgid:moses:video:gametrailers.com:726133" width="512" height="288" type="application/x-shockwave-flash" allowFullScreen="true" allowScriptAccess="always" base="." flashVars=""></embed><p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;">Get More: <a href="http://www.gametrailers.com">GameTrailers.com</a>, <a href="http://www.gametrailers.com/video/exclusive-kingdoms-of/726133">Kingdoms of Amalur: Reckoning - Exclusive - A Heroes Guide to Amalur: A New World To Discover</a>, <a href="http://pc.gametrailers.com/">PC Games</a>, <a href="http://ps3.gametrailers.com/">PlayStation 3</a>, <a href="http://xbox360.gametrailers.com/">Xbox 360</a></p></div></div>
                        Go Noles!!! >>----->

                        Comment

                        • pietasterp
                          All Star
                          • Feb 2004
                          • 6242

                          #117
                          Re: Kingdoms of Amalur: Reckoning

                          Just got done with the demo...seems fun, combat is responsive, but all-in-all, felt a lot like Dragon Age or the original Fable. The combat definitely seems to have potential, but I found myself in the demo just hitting "X" a whole lot of times, which may get boring after a while. Will probably wait on this and see what other people think after the first few weeks. I don't have any issues with game length; honestly, anything longer than 20-30 hours probably won't get finished. Work/life have really cut into my ability to pour massive hours into a single game (unless I play it over the course of a year or so...).

                          Comment

                          • eDotd
                            We ain't cool de la?
                            • Jul 2006
                            • 6283

                            #118
                            Re: Kingdoms of Amalur: Reckoning

                            Originally posted by pietasterp
                            Just got done with the demo...seems fun, combat is responsive, but all-in-all, felt a lot like Dragon Age or the original Fable. The combat definitely seems to have potential, but I found myself in the demo just hitting "X" a whole lot of times, which may get boring after a while. Will probably wait on this and see what other people think after the first few weeks. I don't have any issues with game length; honestly, anything longer than 20-30 hours probably won't get finished. Work/life have really cut into my ability to pour massive hours into a single game (unless I play it over the course of a year or so...).
                            I remember someone saying that once you got through the beginning of the game combat begins to pick up and simply mashing attack won't get the job done.

                            Originally posted by Con-Con
                            Honestly, 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 trobinson97
                            Mo is the Operator from the Matrix.

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                            • pietasterp
                              All Star
                              • Feb 2004
                              • 6242

                              #119
                              Re: Kingdoms of Amalur: Reckoning

                              Originally posted by eDotd
                              I remember someone saying that once you got through the beginning of the game combat begins to pick up and simply mashing attack won't get the job done.
                              I hope that's true - I remember reading a developer diary or some such that suggested the combat would be deep and innovative, but I didn't really get that on the demo. I frankly don't see how it could change that much - I mean, when it gets down to it, there are only so many variations on hitting "attack" that can be pulled off. But I hope I'm wrong; I'll see what folks say after the release.

                              Comment

                              • goh
                                Banned
                                • Aug 2003
                                • 20755

                                #120
                                Re: Kingdoms of Amalur: Reckoning

                                Try hitting Y sometimes. Then after hitting Y hold RT and press one of the face buttons.
                                The ninja move with the daggers is awesome. So is setting a frost trap because that launches them in the air for further comboing.

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