Wednesday, April 10, 2013

Kingdoms of Amalur Reckoning

Kingdoms of Amalur: Reckoning

Filed momentarily brand of Dragon Age, Electronic Arts back in interest in fantasy RPG, assigning teams to 38 Studios and Big Huge Games development of new IP Kingdoms of Amalur: Reckoning, whose structural approach seems to flaunt right now many similarities with the recent The Elder Scrolls V: Skyrim. While sharing the same sandbox nature, and the intention of offering users a gaming experience incredibly free, Kindoms of Amalur: Reckoning, however, presents a host of variations on the theme, which find their least common denominator in a patently gameplay oriented to enhance the phases of the game more dynamic. In contradiction to that sort of arcane unwritten law that sees most of the classics have different gender gaps in this regard, the developers have thus endeavored to assure the users that has a control system response time arcade and a smooth hard found elsewhere, with very convincing results.

The success of this venture has involved the elimination of the usual frame-person, which is here replaced by a comfortable third-person view. Just as on a Hack n slash, it lets you interact with the environment more directly, especially by ensuring a better management of his alter ego during combat. Where a title like Skyrim shows, in fact, quite obvious smudges (missed collisions with opponents during clashes with cold steel and a general difficulty in aligning the two contenders), Kingdoms of Amalur: Reckoning offers so much more convincing performance, which makes the duels fluids and satisfying even in the presence of numerous opponents to face. Fortunately, the same attention to detail was paid to the use of spells and missile weapons, which makes it immune to the code to any problem related to the mastery of their tracking system.

It should be stressed here that the conceptual approach when analyzed in no way implies a vulgarization of the intimate nature of RPG work. While becoming the standard bearer of a gaming system that could be too finicky action, Kingdoms of Amalur: Reckoning preserves intact his soul ruolistica fact that not only reflected in the breadth of character creation and editor of the section reserved nellesaustività administration of its resources, is free play in support of a massive frame narrative.

Made with the help of a prophet of the contemporary fantasy literature which is RA Salvatore, the main plot behind the events of the most inspired turns of recent times, and not only because of its proven versatility. Exploiting the unique incipit that sees the protagonist of the epic rise forgetful moments away from his cremation, the main story indeed gives the user the opportunity to discover the world around them with his alter ego, without ever giving the impression of being catapulted into the middle of existing events. Nevertheless, the agile management interface allows the dialogue to entertain quite articulate conversations with the inhabitants of Amalur, favoring not only the knowledge of history and the various customs of the natives, but also the opportunity to develop a unique personality and well outlined.

While each of these qualities contribute significantly to enrich the gaming experience, however, the approach has been reserved by the developers to more exploratory stage to hit us more. While offering the user the possibility to choose more or less freely along the horizons of Amalur, they made sure that most of the localities around the area are still tied to the events supporting the plot, giving the whole experience of a journey homogeneity unpublished.

In limiting the effect to the minimum dispersion ravvisato by some in the balance of Skyrim, this solution effectively prevents the user abandons the blind wandering, possibly ending up losing sight of the primary purposes of his journey. And this, in our opinion, is more an added value that a limitation because, compared to smaller dimensions, the lands of Kingdoms of Amalur: Reckoning are still crowded with such vast and provides hours of play to anyone who wishes discover the boundaries.

Before you draw conclusions on a production that, in terms of balance, gameplay and structure has already earned our approval, its worth making reference to the technical sector, which turns out also to apply appropriate standards. Perhaps the views of Amalur not offer the same, unique atmosphere of the mountains in Skyrim, nor the character design of its protagonists and their bestiary be equally raw and effective ... But even in this case, Kingdoms of Amalur: Reckoning is his figure: on the very colorful scenes and even better together, which blend well proportioned models vaguely comic and animation generally pleasing.

To these qualities must also add up the elements of further interest, as a sound system more than welcome, a physics engine that enhances the full dynamics of the fighting with bayonets and a frame rate high enough to instantly silence anyone who persists in reiterate that "game universes so vast involve many compromises in terms of fluidity and performance."

Fort of his agile game play, a story that long-lived and robust carrier is a valuable technical sector, Kingdoms of Amalur: Reckoning seems like the perfect prototype of the modern fantasy RPG: find a title that finally quellinsperato balance between size and maneuverability that many developers usually had so far unsuccessfully pursued or even considered unreachable.

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