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KhinRunite said:
Amalur was somehow advertised as the Skyrim contender, so naturally one would think that it is vast and open. I actually watched some videos while it was in development and found it interesting due to the combat. I thought it was more action-packed than Skyrim, with all those fancy leaps and slashes.

When I played the demo I was disappointed by the map design. I was basically walking through corridors, with occasional wide areas, but nothing in the likes of Skyrim. Based on the world map, the world is really huge, but there's too much walls and zoning for my expectation. I'm not a hater of corridors though. I would have been fine with this if they offered a little platforming. I was fine with Darkstalkers not being an open world, because it was supplemented by platforming puzzles that makes the "corridors" at least a little more interesting (I know Darkstalkers is a platformer, not a RPG). KOA lacks the jump ability. Your character can dodge, but it can only "jump" at preset points in an area...not really platforming. To me it just feels wierd to have this much action/twitch in your combat yet nail the character to the ground. I am ok with the "no-jump" type of RPGs where the battle system is menu-based.

Based on the demo, I'd give the game an 8.0, only considering the aspects that matters to me (I don't care much for polish, graphics, character creation, UI, or story at this point in time). It's the type of game that's basically just ok for me, but I'm not getting it under the $60 price tag.

Zelda has the 'nailed to the ground' jumping system and actually pushes a fair bit of platforming into its worlds.