Its really awesome. Reminded me of fable lost chapters. This game deserved more sales.
Its really awesome. Reminded me of fable lost chapters. This game deserved more sales.
Agreed with above. Awesome game that doesn't get enough recognition. Skyrim for dummies.
It's all about the game.
I really regret not downloading the game when it was free on PS+. It totally slipped my mind. Might buy it later but my backlog is too big right now.
Sigs are dumb. And so are you!
I think it's a good game. The story and characters aren't as interesting as they should be, but the combat is fun, and the way you can tailor the combat to your playstyle is fantastic.
It's a shame but the game was probably just too big and too ambitious. With a new IP, they probably should have scale things down by a good margin, established the franchise, then expanded with the sequel.
People always want to blame the "AAA model" for everything but with Kingdoms of Amalur, I think the studio itself bears most of the fault. Requiring three million copies sold just to break even is too much to ask with a new IP. I'm sure it's well over the 2M mark, which should be pretty good, just not when the game was this expensive to create.
pokoko said: It's a shame but the game was probably just too big and too ambitious. With a new IP, they probably should have scale things down by a good margin, established the franchise, then expanded with the sequel. People always want to blame the "AAA model" for everything but with Kingdoms of Amalur, I think the studio itself bears most of the fault. Requiring three million copies sold just to break even is too much to ask with a new IP. I'm sure it's well over the 2M mark, which should be pretty good, just not when the game was this expensive to create. |
This is definitely all down to the studio. They formed in 2006, using a $75M loan to start off with. It took them ~6 years to make the game, which was 3 years too many. Just another classic case of poor money and time management.
I also agree with your early complaint about it being too big. I just remember thinking the map was a pretty good size, that was until I realized that it was just the zoomed in map. Later, the games opens up something fierce. It's like while developing it they saw Oblivion, and then later Skyrim, release and said "We have to go bigger than we were before." Which really wasn't necessary. I think if this game had released in 2009, things would have turned out MUCH better for the game and studio.
Edit: I mean just look at the size of this thing. Even Dalentarth alone is kinda pushing it for how large a game world should be.
Tried it, it was too action oriented for my taste, I like a slower pace and more tactics in RPG's. That said, it has some decent writing and the animations are really good. Zero points for original locations though; they run through all the cliches and then some.
It seems like a decent game but I don't it was made for me.
pokoko said: I dropped a lot of hours into Amalur. It's a good game and the amount of work they put into it is amazing. Edit: Oh, and I want to mention Blacksmithing. It's fun and addicting. I liked that a whole lot. I was constantly breaking stuff in order to make more gear. Unfortunately, it's also mega-overpowered. Max level Blacksmithing is like having 5-10 levels over your enemies. Find some really good weapon parts and you will SLAY. Very rarely will you find a weapon in the wild as good as what you can craft--and if you do, you can break it down and make something even stronger, especially with high-level gem crafting. |
What i feel about many games, i stopped playing amalur/dragons dogma/skyrim because of this. I did put houndreds of hours into them combined but i which i had the ability to finish them all completely.
pokoko said: It's a shame but the game was probably just too big and too ambitious. With a new IP, they probably should have scale things down by a good margin, established the franchise, then expanded with the sequel. People always want to blame the "AAA model" for everything but with Kingdoms of Amalur, I think the studio itself bears most of the fault. Requiring three million copies sold just to break even is too much to ask with a new IP. I'm sure it's well over the 2M mark, which should be pretty good, just not when the game was this expensive to create. |
That wasnt because of the single player game. It was because of the MMO they were developing sideways. The game was supposed (or so they hoped) to make them stay afloat for developing both.
Their plan was always to make an MMO. They made the single player game to recoup from the debt they were contracting.
I love that game for the battle system alone, but I ended up putting it down to get to other games. Definitely one of the best action/open-world RPG's I've ever played.
EDIT: I will say that the game content is too much for the move/skill list. I think they had a solid sized game and just started throwing in random quests and areas without building on the character progression. If you do every side mission before the main stry missions you'll quickly become a God in that game. Also, don't make the mistake of entering a new area just to explore. The game will lock the enemy levels in that area to the lowest tier making things even easier.
I am the Playstation Avenger.
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