Showing posts with label Kingdoms of Amalur. Show all posts
Showing posts with label Kingdoms of Amalur. Show all posts

Monday, February 3, 2014

Kingdoms of Amalur: Why Must You Suck?













Open-world RPGs have been dominated the past decade by the likes of Bethesda, a developer whose games I regard with utter contempt. When smaller studios try to compete with Bethesda, their ambition usually outstretches their own abilities or resources, and they wind up with a janky mess of a game that falls way short of its potential (I'm looking at you, Gothic 3). With Kingdoms of Amalur: Reckoning, I hoped that it might be the game that would finally offer some contention for Bethesda's stranglehold of the genre.

In an industry that relies so heavily on sequels and established franchises, it's always nice to see a fresh new product from a fresh new company, so I really wanted KoA:R to succeed just for that reason alone. On paper, KoA:R has all the requisite parts to be a good game and shares many similarities to some of my all-time favorite games, but what made it seem all the more promising was the blend of headlining talent working on the game combined with its enormous budget. It was to be a big game from big names, and there was an awful lot of hype surrounding its pre-release anticipation. 

I really wanted to like Kingdoms of Amalur: Reckoning, but the game itself is a sad, mediocre disappoint punctuated by the developer, 38 Studios, going out of business shortly after its release and company owners (and Rhode Island taxpayers) losing tens of millions of dollars on the financial flop. My experience with the demo almost exactly two years ago made it seem like a good game that just wasn't worth the full $60 asking price, but even after numerous price drops and sales putting it in a more comfortable budget range, I feel like KoA:R just isn't worth anyone's time.

Sunday, February 5, 2012

Kingdoms of Amalur: Demo Impressions















Kingdoms of Amalur: Reckoning launches in a couple of days, and I definitely won't be buying it. It's a pretty good game with an interesting combat system, but judging by the demo, it just doesn't feel like it's worth $60. This is a game that probably needs more than an hour's worth of tutorial and "starting town" quests to get a good impression of, but a lot of its design mechanics just feel off. Like it's the redheaded stepchild of some better RPG that might have been.

The running theme here is "I like it, but...." I would probably only get it with a 75% discount. Even though the full game could be really great, the demo turned me off of paying full price for it. It suffers badly from consolization and just doesn't play like anything I'd expect for a PC release. And a few of its design mechanics explicitly remind me of other games, which only goes to pull me out of the experience and detracts from KOA's uniqueness.

So I've got a run-down of things I liked, things I didn't like, and things I'm on the fence about in the full article. This only reflects my experiences with the demo.