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Eric, stop firing people.
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Kingdoms of Amalur
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Topic: Kingdoms of Amalur (Read 20465 times)
dyeager
RPGFan Editor
Posts: 2757
Code Monkey Like Fritos
Member
Re: Kingdoms of Amalur
«
Reply #255 on:
February 21, 2012, 03:25:05 PM »
That does remain to be seen. However the game I find this reminds me of most is Torchlight insofar as I just love playing it and look forward to playing. I guess to some Torchlight was forgettable in that it had no story and the gameplay by some is considered derivative. What some call "derivative" I call perfected and I still find myself playing Torchlight regularly just for how much FUN it is. I'm getting that same vibe with Amalur, although there are actually some really interesting narrative elements to Amalur that Torchlight does not have.
But it is a possibility - will be difficult to judge the staying power until time has passed.
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daschrier
Posts: 1378
Member
Re: Kingdoms of Amalur
«
Reply #256 on:
February 21, 2012, 05:25:34 PM »
As an FYI, I saw that there is a game breaking bug in the main quest towards the end of the game. There are details in the official forum.
http://forums.reckoning.amalur.com/forumdisplay.php?54-Storyline-Characters-and-Quests&s=d7bf604f5bfe20a309b0d360be5d03b0
There are also some side quests that are bugged if you do certain sequences out of order.
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Fyle
Posts: 162
Member
Re: Kingdoms of Amalur
«
Reply #257 on:
February 21, 2012, 05:39:13 PM »
Quote from: Maxximum on February 21, 2012, 02:06:04 PM
Quote from: Fyle on February 21, 2012, 08:39:33 AM
However, sorry for the negativity, I gotta get around to playing a bit more anyway.
What are you apologising for?
Sometimes I only see the negative and overlook the positive.
I guess I was apologizing to myself out loud.
Sorry for that, wait there I go again. \(^o^)/
Seriously, I'm just used to being apologetic from my PU forum were pride and false respect go round and people take everything seriously, just an old habit.
Played a bit more today, about 26 hours in. Did the first mission that seemed to have a big boss " breaking the siege." I'm liking the game, just not "loving" it. I can play about 2-3 hours at a time whereas other recent games I played could keep me up all night once in a while (Skyrim, Dark souls, fallout Vegas...).
«
Last Edit: February 23, 2012, 05:13:13 AM by Fyle
»
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I was once a pick up artist like you until I took an RPG to the knee.
dyeager
RPGFan Editor
Posts: 2757
Code Monkey Like Fritos
Member
Re: Kingdoms of Amalur
«
Reply #258 on:
February 27, 2012, 04:26:58 PM »
Game definitely kept me up last night - only got 5 hours of sleep which is brutal for an old man like me!
Looking forward to getting out of here in a bit and firing it back up!
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bigdeath
Posts: 443
Member
Re: Kingdoms of Amalur
«
Reply #259 on:
February 28, 2012, 12:59:40 AM »
Theres a difficulty mod fans are putting together. Its already in beta testing with several players testing it out. Looks promising for those that see the game as too easy.
There is suppose to be an official patch in the works that will address difficulty but who knows when that will be completed.
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Aurian
Posts: 197
Member
Re: Kingdoms of Amalur
«
Reply #260 on:
February 28, 2012, 01:05:44 AM »
Quote from: daschrier on February 21, 2012, 05:25:34 PM
As an FYI, I saw that there is a game breaking bug in the main quest towards the end of the game. There are details in the official forum.
http://forums.reckoning.amalur.com/forumdisplay.php?54-Storyline-Characters-and-Quests&s=d7bf604f5bfe20a309b0d360be5d03b0
There are also some side quests that are bugged if you do certain sequences out of order.
Which quest is this? The link takes me to the Storyline page with numerous threads.
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dyeager
RPGFan Editor
Posts: 2757
Code Monkey Like Fritos
Member
Re: Kingdoms of Amalur
«
Reply #261 on:
February 29, 2012, 10:24:20 AM »
I didn't get to play Amalur last night and am experiencing some symptoms of withdrawal. I looked under a stack of newspapers in the lobby at work this morning and was dismayed when there wasn't any loot to be found. :-(
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Britton
Posts: 449
Member
Re: Kingdoms of Amalur
«
Reply #262 on:
February 29, 2012, 02:52:18 PM »
Quote from: bigdeath on February 28, 2012, 12:59:40 AM
Theres a difficulty mod fans are putting together. Its already in beta testing with several players testing it out. Looks promising for those that see the game as too easy.
There is suppose to be an official patch in the works that will address difficulty but who knows when that will be completed.
Bad thing about this is overcompensation. I don't know how many times I heard the "it's too easy"" complaint and then the devs patch it or make the DLC/next game WAY too hard.
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Fyle
Posts: 162
Member
Re: Kingdoms of Amalur
«
Reply #263 on:
March 07, 2012, 03:05:23 AM »
I'm now 32 hours in with my main character.
The ease isn't bothering me because come to think of it, not many games are that much harder anyway.
This is a good game but, it seems like it ended up being more of an inbetween title to help hold me off until the the next giant. The challenge being easy doesn't ruin the fun or experience of the overall game for me much, it just devalues finding all that good loot cause you can kick ass with almost any set up. Sure, it's nice to upgrade but you just don't get that " ah! Nice I could really use that feel!" when you get an upgrade like in TES when you find your first Ebony weapon or Diablo when you finally get that gear up grade you've been grinding for.
But, it's a fun little filler game. Colorful and runs smooth, not a single freeze or hardly slowdown for me on the PS3 in 35 hours ( between 2 characters )... Nice.
Update : 3/9
Just beat the game. Pretty good last boss. Huge.
About 40 hours in, switched to a sorcery build for fun.
«
Last Edit: March 08, 2012, 09:45:51 PM by Fyle
»
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I was once a pick up artist like you until I took an RPG to the knee.
dyeager
RPGFan Editor
Posts: 2757
Code Monkey Like Fritos
Member
Re: Kingdoms of Amalur
«
Reply #264 on:
March 07, 2012, 10:13:56 AM »
Right now I'm 60 hours into it and don't want it to ever end. Absolutely loving it still, to the detriment of getting other new titles that need love and attention the time they deserve.
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neogalahad
Posts: 103
Member
Re: Kingdoms of Amalur
«
Reply #265 on:
March 07, 2012, 11:58:51 AM »
Quote from: dyeager on March 07, 2012, 10:13:56 AM
Right now I'm 60 hours into it and don't want it to ever end. Absolutely loving it still, to the detriment of getting other new titles that need love and attention the time they deserve.
From the sounds of it and how successful the new IP is, i would think that they would continue the KoA lore. Also the first DLC is a huge island so that should hold you over another 6 hours maybe. Remember it took the QA guy 200 hours to complete the game.
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beLIEve?
Posts: 220
Member
Re: Kingdoms of Amalur
«
Reply #266 on:
March 08, 2012, 08:05:56 PM »
i finished my first play though about a week ago. i played a full rogue build. i had a good time with it. my only complaints are minor i'd like more enemy types. i'd really like a jump mechanic too. i played on normal it was a bit too easy toward the end but then again my sagecraft and blacksmith stats were maxed out so i could build retarded strong armor. for me the most enjoyable (but annoying at the same time) enemy was the magic users. they'd put up their shield spell so i couldn't use arrows but then i just had to get up close and beat'em to a pulp with faeblades. if that shield moved with them and they flew around as fast as the banshees that would be a challenge. i might build a mage and play on hard next.
i love that there is a chicken kill counter. there is one easter egg involving chickens and i wonder if john has finished the game to see it.
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Perigryn
Infrequent, but still here.
Posts: 117
Sleepy Chrono is sleepy.
Member
Re: Kingdoms of Amalur
«
Reply #267 on:
March 10, 2012, 01:09:59 AM »
Finally jumped in after putting it off for a week of Skyward Sword - this game is rad.
The demo definitely built up my expectations and the finished product has not let me down. They've done a fantastic job on this game, put a lot of love into it, and it shows.
So vibrant, the world is so wonderfully designed, and I love all the character models. However, it is yet another game that suffers from 'no fatty's', but not a huge deal there. The voice acting is great, though on my XBox version, I've noticed the speech animations are often just a slight step behind the sounds - anyone else have this issue? Otherwise, it don't much bother me.
I'm rolling with a largely pure mage with some chakras and a staff on backup, but I've a few might skills under my belt to make me a bit more resilient.
Still wearing the Sylkie Veil and I'm sitting at level 10? Nothing better's come along yet! It's so rad!
I'm gonna' go heavy melee next time, cause I wanna' bust out that Shepard-themed armour. It looked pretty cool, just not so useful for my spellcrafting, alchemist mage!
I kinda' wish there was a multiplayer adventure function... but I suppose that's what the MMORPG will be for haha.
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Just Greg, thanks.
dyeager
RPGFan Editor
Posts: 2757
Code Monkey Like Fritos
Member
Re: Kingdoms of Amalur
«
Reply #268 on:
March 12, 2012, 09:01:25 AM »
Finished this on Saturday morning. Holy hell what a game, just awesome. I wanted to start it all over again right away, but figured I'd better see what all the fuss is about ME3. :-)
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Matrix
Banninated
Posts: 194
Member
Re: Kingdoms of Amalur
«
Reply #269 on:
March 12, 2012, 09:41:46 AM »
i am not a big fan of single character action rpgs, I like party based rpgs with defined characters.............
If I gave this a chance would I like it say............more than skyrim or deus ex?
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