Kingdoms of Amalur: Reckoning
gameplay
as the trailer stated its being created by Elder Scroll IV lead designer, R.A. Salvatore, and Todd McFarlane of Spawn fame.
Kingdoms of Amalur: Reckoning
gameplay
as the trailer stated its being created by Elder Scroll IV lead designer, R.A. Salvatore, and Todd McFarlane of Spawn fame.
YouTube video Honestly this is where the fable series should of went.
Looks badass!!
http://www.youtube.com/watch?v=kyu38nXLcko
I've started finding this game to look pretty interesting with what I've looked at/read so far. The worst thing that an RPG combining both Action RPG elements and open-world RPG elements can have is a lack of polish on both ends. I haven't played the demo yet, so until then I can only really read others' feedback. Between this and the other upcoming RPG I find interesting, Dragon's Dogma, if either one ends up being half as good as Demon's/Dark Souls, I'll probably be satisfied. Thankfully, there's a three month gap between this game and Dragon's Dogma, so I shouldn't have to worry too much about having to choose based on a matter of money at the given time.
Picking this up tomorrow. I'll let you guys know how it is. Hopefully most or all the bugs from the demo were done away with. That and the time limit were the only things that killed the demo for me.
Mainly the time limit, I didn't get many bugs, and the ones I did get usually went away when I left that area.
I didn't get any gameplay-killing bugs, but partway through the opening act, this pretty horrific audio glitch came up that muted most sounds, and even casued NPC-dialogue to skip in-game and go right to the choice responses. It was annoying, but I knew well-enough what it was I had to do, and it was pretty much the only bug I ran into. I'll give the game/demo the benefit of the doubt since I heard that the developers were supposedley forced to release this at the time they did.
That, and given the pretty solid reviews it has so far, the highest being a nine and overall average being in the 8-ish range, I'm pretty confident that even if the final game has something wrong, it's nothing that can't be patched. I'll have to give the demo a second go-through just to see if the problem returns, but I think I might have an idea of what caused it though--be it a couple of unintentional sequence-breaks or skipping too much. I'll be picking it up sooner or later, but probably not as soon as I'd hoped.